Added new RHI abstraction layer;

Added new console debug page to UnitTest;
This commit is contained in:
2025-08-25 10:48:59 +09:00
parent eafbfb2fa1
commit 5385141f14
44 changed files with 3473 additions and 357 deletions

View File

@@ -39,4 +39,24 @@ public readonly struct TypeHandle
{ {
return Type.GetTypeFromHandle(RuntimeTypeHandle.FromIntPtr(Value)); return Type.GetTypeFromHandle(RuntimeTypeHandle.FromIntPtr(Value));
} }
public static implicit operator TypeHandle(IntPtr value)
{
return new TypeHandle(value);
}
public static implicit operator IntPtr(TypeHandle handle)
{
return handle.Value;
}
public static implicit operator TypeHandle(Type type)
{
return Get(type);
}
public static implicit operator Type?(TypeHandle handle)
{
return handle.ToType();
}
} }

View File

@@ -112,7 +112,11 @@ internal unsafe sealed partial class ComponentDataView : Control
for (var i = 0; i < fields.Length; i++) for (var i = 0; i < fields.Length; i++)
{ {
var field = fields[i]; var field = fields[i];
var component = _world.ComponentStorage.ComponentPools[TypeHandle.Get(_componentType)].Get(_entity); if (!_world.ComponentStorage.TryGetPool(TypeHandle.Get(_componentType), out var pool))
{
continue;
}
var component = pool.Get(_entity);
var propertyField = PropertyField.Create(field.Name, field, component); var propertyField = PropertyField.Create(field.Name, field, component);
_propertyFields[i] = propertyField; _propertyFields[i] = propertyField;

View File

@@ -104,12 +104,18 @@ internal class WorldNodeSerializer : JsonConverter<WorldNode>
writer.WriteObject(Property.COMPONENTS, () => writer.WriteObject(Property.COMPONENTS, () =>
{ {
foreach (var kvp in value.World.ComponentStorage.ComponentPools) for (var i = 0; i < value.World.ComponentStorage.ComponentPools.Count; i++)
{ {
var type = kvp.Key.ToType() ?? throw new Exception($"Type {kvp.Key} not found."); var pool = value.World.ComponentStorage.ComponentPools[i];
if (pool == null)
{
continue;
}
var type = value.World.ComponentStorage.GetComponentPoolType(i).GetType();
var typeName = type.AssemblyQualifiedName ?? type.Name; var typeName = type.AssemblyQualifiedName ?? type.Name;
writer.WriteArray(typeName, kvp.Value.Enumerate(), data => writer.WriteArray(typeName, pool.Enumerate(), data =>
{ {
writer.WriteObject(() => writer.WriteObject(() =>
{ {

View File

@@ -1,5 +1,4 @@
using Ghost.Core.Attributes; using Ghost.Core.Attributes;
using Ghost.Entities;
using System.Reflection; using System.Reflection;
namespace Ghost.Editor.Core.Utilities; namespace Ghost.Editor.Core.Utilities;
@@ -34,29 +33,4 @@ public static class TypeCache
{ {
return _types; return _types;
} }
}
public static class ComponentTypeCache
{
private static readonly Type?[][] _componentTypes;
static ComponentTypeCache()
{
_componentTypes = new Type[World.WorldCount][];
for (var i = 0; i < World.WorldCount; i++)
{
var world = World.GetWorld(i);
var typeHandles = world.ComponentStorage.ComponentPools.Keys;
_componentTypes[i] = typeHandles.Select(handle => handle.ToType()).ToArray();
}
}
public static Type?[] GetComponentTypes(int worldIndex)
{
if (worldIndex < 0 || worldIndex >= _componentTypes.Length)
{
throw new ArgumentOutOfRangeException(nameof(worldIndex), "Invalid world index.");
}
return _componentTypes[worldIndex];
}
} }

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@@ -217,8 +217,8 @@ internal class ScriptComponentPool : IComponentPool<ScriptComponent>
private Dictionary<Entity, List<ScriptComponent>>? _scriptComponents; private Dictionary<Entity, List<ScriptComponent>>? _scriptComponents;
private List<ScriptComponent>? _executionList; private List<ScriptComponent>? _executionList;
internal Dictionary<Entity, List<ScriptComponent>>? ScriptComponents => _scriptComponents; internal IReadOnlyDictionary<Entity, List<ScriptComponent>>? ScriptComponents => _scriptComponents;
internal List<ScriptComponent>? ExecutionList => _executionList; internal IReadOnlyList<ScriptComponent>? ExecutionList => _executionList;
public bool IsInitialized => _scriptComponents != null; public bool IsInitialized => _scriptComponents != null;
public int Count => _scriptComponents?.Keys.Count ?? 0; public int Count => _scriptComponents?.Keys.Count ?? 0;
@@ -461,10 +461,22 @@ internal class ScriptComponentPool : IComponentPool<ScriptComponent>
} }
[SkipLocalsInit] [SkipLocalsInit]
internal readonly struct ComponentStorage : IDisposable internal struct ComponentStorage : IDisposable
{ {
private readonly Dictionary<TypeHandle, IComponentPool> _componentPools = new(); private static int s_nextId = 0;
private readonly Dictionary<TypeHandle, BitSet> _componentEntityMasks = new(); private static class TypeID<T>
{
public static readonly int value = s_nextId++;
}
private int _currentCapacity = 16;
private IComponentPool?[] _componentPools = new IComponentPool[16];
private BitSet?[] _componentEntityMasks = new BitSet[16];
private readonly Dictionary<TypeHandle, int> _typeIDMap = new(16);
private readonly Dictionary<int, TypeHandle> _typeHandleMap = new(16);
private readonly ScriptComponentPool _scriptComponentPool = new(); private readonly ScriptComponentPool _scriptComponentPool = new();
private readonly World _world; private readonly World _world;
@@ -474,92 +486,225 @@ internal readonly struct ComponentStorage : IDisposable
_world = world; _world = world;
} }
internal Dictionary<TypeHandle, IComponentPool> ComponentPools => _componentPools; internal readonly IReadOnlyList<IComponentPool?> ComponentPools => _componentPools;
internal Dictionary<TypeHandle, BitSet> ComponentEntityMasks => _componentEntityMasks; internal readonly IReadOnlyList<BitSet?> ComponentEntityMasks => _componentEntityMasks;
internal ScriptComponentPool ScriptComponentPool => _scriptComponentPool; internal readonly ScriptComponentPool ScriptComponentPool => _scriptComponentPool;
[MethodImpl(MethodImplOptions.AggressiveInlining)] [MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool TryGetPool(TypeHandle typeHandle, [MaybeNullWhen(false)] out IComponentPool pool) private readonly int GetTypeID(TypeHandle typeHandle)
{ {
return _componentPools.TryGetValue(typeHandle, out pool); if (_typeIDMap.TryGetValue(typeHandle, out var id))
{
return id;
}
return typeof(TypeID<>).MakeGenericType(typeHandle!)
.GetField("value", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public)
?.GetValue(null) as int? ?? -1;
} }
[MethodImpl(MethodImplOptions.AggressiveInlining)] [MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool TryGetPool(Type type, [MaybeNullWhen(false)] out IComponentPool pool) private readonly int GetTypeID<T>()
{
return TypeID<T>.value;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void Resize(int newCapacity)
{
Array.Resize(ref _componentPools, newCapacity);
Array.Resize(ref _componentEntityMasks, newCapacity);
_currentCapacity = newCapacity;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal readonly TypeHandle GetComponentPoolType(int poolIndex)
{
if (poolIndex < 0 || poolIndex >= _currentCapacity)
{
throw new ArgumentOutOfRangeException(nameof(poolIndex), "Invalid pool index.");
}
return _typeHandleMap[poolIndex];
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly bool TryGetPool(TypeHandle typeHandle, [NotNullWhen(true)] out IComponentPool? pool)
{
var result = _typeIDMap.TryGetValue(typeHandle, out var id);
if (!result || id >= _currentCapacity)
{
pool = null;
return false;
}
pool = _componentPools[id];
return pool != null;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly bool TryGetPool(Type type, [NotNullWhen(true)] out IComponentPool? pool)
{ {
return TryGetPool(TypeHandle.Get(type), out pool); return TryGetPool(TypeHandle.Get(type), out pool);
} }
[MethodImpl(MethodImplOptions.AggressiveInlining)] [MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool TryGetPool<T>([MaybeNullWhen(false)] out ComponentPool<T> pool) public readonly bool TryGetPool<T>([NotNullWhen(true)] out ComponentPool<T>? pool)
where T : unmanaged, IComponentData where T : unmanaged, IComponentData
{ {
var result = TryGetPool(TypeHandle.Get<T>(), out var obj); var id = TypeID<T>.value;
pool = (ComponentPool<T>?)obj ?? default; if (id >= _currentCapacity)
return result; {
pool = null;
return false;
}
pool = (ComponentPool<T>?)_componentPools[id];
return pool != null;
}
public IComponentPool GetOrCreateComponentPool(Type type)
{
var typeHandle = TypeHandle.Get(type);
if (_typeIDMap.TryGetValue(typeHandle, out var id))
{
if (id < _currentCapacity && _componentPools[id] is IComponentPool existingPool)
{
return existingPool;
}
}
else
{
id = GetTypeID(typeHandle);
}
if (id >= _currentCapacity)
{
Resize(_currentCapacity * 2);
_typeIDMap[typeHandle] = id;
_typeHandleMap[id] = typeHandle;
}
else if (_componentPools[id] is IComponentPool existingPool)
{
return existingPool;
}
var pool = Activator.CreateInstance(typeof(ComponentPool<>).MakeGenericType(type)) as IComponentPool
?? throw new InvalidOperationException($"Failed to create component pool for type {type.FullName}");
_componentPools[id] = pool;
return pool;
} }
public ComponentPool<T> GetOrCreateComponentPool<T>() public ComponentPool<T> GetOrCreateComponentPool<T>()
where T : unmanaged, IComponentData where T : unmanaged, IComponentData
{ {
var key = TypeHandle.Get<T>(); var id = TypeID<T>.value;
if (!_componentPools.TryGetValue(key, out var obj)) var typeHandle = TypeHandle.Get<T>();
if (id >= _currentCapacity)
{ {
var pool = new ComponentPool<T>(16); Resize(_currentCapacity * 2);
_componentPools[key] = pool; _typeIDMap[typeHandle] = id;
return pool; _typeHandleMap[id] = typeHandle;
}
else if (_componentPools[id] is ComponentPool<T> existingPool)
{
return existingPool;
} }
return (ComponentPool<T>)obj; var pool = new ComponentPool<T>();
_componentPools[id] = pool;
return pool;
} }
[MethodImpl(MethodImplOptions.AggressiveInlining)] [MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool TryGetMask(TypeHandle typeHandle, [MaybeNullWhen(false)] out BitSet bitSet) public readonly bool TryGetMask(TypeHandle typeHandle, [NotNullWhen(true)] out BitSet? bitSet)
{ {
return _componentEntityMasks.TryGetValue(typeHandle, out bitSet); if (!_typeIDMap.TryGetValue(typeHandle, out var id)
|| id >= _currentCapacity)
{
bitSet = null;
return false;
}
bitSet = _componentEntityMasks[id];
return bitSet != null;
} }
[MethodImpl(MethodImplOptions.AggressiveInlining)] [MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool TryGetMask(Type type, [MaybeNullWhen(false)] out BitSet bitSet) public readonly bool TryGetMask<T>([NotNullWhen(true)] out BitSet? bitSet)
{
return TryGetMask(TypeHandle.Get(type), out bitSet);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool TryGetMask<T>([MaybeNullWhen(false)] out BitSet bitSet)
where T : unmanaged, IComponentData where T : unmanaged, IComponentData
{ {
return TryGetMask(TypeHandle.Get<T>(), out bitSet); return TryGetMask(TypeHandle.Get<T>(), out bitSet);
} }
public BitSet GetOrCreateMask(TypeHandle typeHandle) public BitSet GetOrCreateMask<T>()
where T : unmanaged, IComponentData
{ {
if (!_componentEntityMasks.TryGetValue(typeHandle, out var mask)) var typeHandle = TypeHandle.Get<T>();
if (!_typeIDMap.TryGetValue(typeHandle, out var id))
{ {
mask = new BitSet(); id = GetTypeID<T>();
_componentEntityMasks[typeHandle] = mask; _typeIDMap[typeHandle] = id;
_typeHandleMap[id] = typeHandle;
} }
return mask;
if (id >= _currentCapacity)
{
Resize(_currentCapacity * 2);
}
ref var set = ref _componentEntityMasks[id];
set ??= new BitSet();
return set;
}
public BitSet GetOrCreateMask(Type type)
{
var typeHandle = TypeHandle.Get(type);
if (!_typeIDMap.TryGetValue(typeHandle, out var id))
{
id = GetTypeID(typeHandle);
_typeIDMap[typeHandle] = id;
_typeHandleMap[id] = typeHandle;
}
if (id >= _currentCapacity)
{
Resize(_currentCapacity * 2);
}
ref var set = ref _componentEntityMasks[id];
set ??= new BitSet();
return set;
} }
[MethodImpl(MethodImplOptions.AggressiveInlining)] [MethodImpl(MethodImplOptions.AggressiveInlining)]
public void RebuildExecutionList() public readonly void RebuildExecutionList()
{ {
_scriptComponentPool.RebuildExecutionList(); _scriptComponentPool.RebuildExecutionList();
} }
public void Remove(Entity entity) [MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void Remove(Entity entity)
{ {
_scriptComponentPool.Remove(entity); _scriptComponentPool.Remove(entity);
} }
public void Dispose() [MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void Dispose()
{ {
foreach (var pool in _componentPools.Values) foreach (var pool in _componentPools)
{ {
pool.Dispose(); pool?.Dispose();
} }
_componentPools.Clear();
Array.Clear(_componentPools);
_scriptComponentPool.Dispose(); _scriptComponentPool.Dispose();
} }
} }

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@@ -44,6 +44,7 @@ public readonly struct EntityManager : IDisposable
return entity; return entity;
} }
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal readonly void AddEntityInternal(Entity entity) internal readonly void AddEntityInternal(Entity entity)
{ {
_entities.Add(entity); _entities.Add(entity);
@@ -87,18 +88,19 @@ public readonly struct EntityManager : IDisposable
return _entities[entity.ID].Generation == entity.Generation; return _entities[entity.ID].Generation == entity.Generation;
} }
public readonly void AddComponent(Entity entity, IComponentData component, Type type) /// <summary>
/// Adds a component of the specified type to the given entity.
/// </summary>
/// <remarks>
/// This method use reflection to determine the type of the component being added. Use generic as much as possible.
/// </remarks>
/// <param name="entity">The entity to which the component will be added.</param>
/// <param name="component">The component data to associate with the entity.</param>
/// <param name="componentType">The type of the component being added. This must match the type of <paramref name="component"/>.</param>
public readonly void AddComponent(Entity entity, IComponentData component, Type componentType)
{ {
var typeHandle = TypeHandle.Get(type); _world.ComponentStorage.GetOrCreateComponentPool(componentType).Add(entity, component);
ref var pool = ref CollectionsMarshal.GetValueRefOrAddDefault(_world.ComponentStorage.ComponentPools, typeHandle, out var exists); _world.ComponentStorage.GetOrCreateMask(componentType).SetBit(entity.ID);
if (!exists)
{
var poolType = typeof(ComponentPool<>).MakeGenericType(type);
pool = (IComponentPool)(Activator.CreateInstance(poolType) ?? throw new InvalidOperationException($"Failed to create component pool for type {type}."));
}
pool!.Add(entity, component);
_world.ComponentStorage.GetOrCreateMask(typeHandle).SetBit(entity.ID);
} }
/// <summary> /// <summary>
@@ -112,7 +114,7 @@ public readonly struct EntityManager : IDisposable
where T : unmanaged, IComponentData where T : unmanaged, IComponentData
{ {
_world.ComponentStorage.GetOrCreateComponentPool<T>().Add(entity, component); _world.ComponentStorage.GetOrCreateComponentPool<T>().Add(entity, component);
_world.ComponentStorage.GetOrCreateMask(TypeHandle.Get<T>()).SetBit(entity.ID); _world.ComponentStorage.GetOrCreateMask<T>().SetBit(entity.ID);
} }
/// <summary> /// <summary>
@@ -134,7 +136,7 @@ public readonly struct EntityManager : IDisposable
return false; return false;
} }
_world.ComponentStorage.GetOrCreateMask(TypeHandle.Get<T>()).ClearBit(entity.ID); _world.ComponentStorage.GetOrCreateMask<T>().ClearBit(entity.ID);
return true; return true;
} }
@@ -219,8 +221,13 @@ public readonly struct EntityManager : IDisposable
[MethodImpl(MethodImplOptions.AggressiveInlining)] [MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly IEnumerable<IComponentData> GetComponents(Entity entity) public readonly IEnumerable<IComponentData> GetComponents(Entity entity)
{ {
foreach (var pool in _world.ComponentStorage.ComponentPools.Values) foreach (var pool in _world.ComponentStorage.ComponentPools)
{ {
if (pool == null)
{
continue;
}
if (pool.Has(entity)) if (pool.Has(entity))
{ {
yield return pool.Get(entity); yield return pool.Get(entity);
@@ -241,11 +248,17 @@ public readonly struct EntityManager : IDisposable
[MethodImpl(MethodImplOptions.AggressiveInlining)] [MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly IEnumerable<(TypeHandle, IntPtr)> GetComponentsUnsafe(Entity entity) public readonly IEnumerable<(TypeHandle, IntPtr)> GetComponentsUnsafe(Entity entity)
{ {
foreach (var (typeHandle, pool) in _world.ComponentStorage.ComponentPools) for (var i = 0; i < _world.ComponentStorage.ComponentPools.Count; i++)
{ {
var pool = _world.ComponentStorage.ComponentPools[i];
if (pool == null)
{
continue;
}
if (pool.Has(entity)) if (pool.Has(entity))
{ {
yield return (typeHandle, pool.GetUnsafe(entity)); yield return (_world.ComponentStorage.GetComponentPoolType(i), pool.GetUnsafe(entity));
} }
} }
} }

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@@ -2,13 +2,26 @@
namespace Ghost.Entities.Systems; namespace Ghost.Entities.Systems;
internal class SystemDependencyBuilder(List<Type> allSystemTypes) internal class SystemDependencyBuilder
{ {
private Dictionary<Type, List<Type>> _dependencies = new(); private readonly Dictionary<Type, List<Type>> _dependencies = new();
private readonly List<Type> _systemTypes;
public SystemDependencyBuilder(List<Type> allSystemTypes)
{
_systemTypes = allSystemTypes;
}
/// <summary>
/// Builds a dependency graph for all system types that implement the <see cref="ISystem"/> interface.
/// </summary>
/// <remarks>This method analyzes all system types and their dependencies, as defined by the <see
/// cref="DependsOnAttribute"/>. It validates that each system type is a concrete implementation of <see
/// cref="ISystem"/> and constructs a mapping of each system type to its direct dependencies.</remarks>
/// <exception cref="ArgumentException">Thrown if a type in <c>allSystemTypes</c> is not a concrete implementation of <see cref="ISystem"/>.</exception>
public void BuildDependencyGraph() public void BuildDependencyGraph()
{ {
foreach (var systemType in allSystemTypes) foreach (var systemType in _systemTypes)
{ {
if (!typeof(ISystem).IsAssignableFrom(systemType) || systemType.IsAbstract || systemType.IsInterface) if (!typeof(ISystem).IsAssignableFrom(systemType) || systemType.IsAbstract || systemType.IsInterface)
{ {
@@ -45,7 +58,7 @@ internal class SystemDependencyBuilder(List<Type> allSystemTypes)
foreach (var dependencyType in directDependencies) foreach (var dependencyType in directDependencies)
{ {
// Ensure the dependency is a registered system type // Ensure the dependency is a registered system type
if (!allSystemTypes.Contains(dependencyType)) if (!_systemTypes.Contains(dependencyType))
{ {
throw new InvalidOperationException($"System {systemType.Name} depends on unregistered system {dependencyType.Name}."); throw new InvalidOperationException($"System {systemType.Name} depends on unregistered system {dependencyType.Name}.");
} }
@@ -66,12 +79,12 @@ internal class SystemDependencyBuilder(List<Type> allSystemTypes)
/// <exception cref="InvalidOperationException">Thrown if a circular dependency is detected.</exception>" /// <exception cref="InvalidOperationException">Thrown if a circular dependency is detected.</exception>"
public List<Type> BuildExecutionOrder() public List<Type> BuildExecutionOrder()
{ {
var executionOrder = new List<Type>(allSystemTypes.Count); var executionOrder = new List<Type>(_systemTypes.Count);
var visited = new HashSet<Type>(); // Tracks visited nodes in the current DFS path (for cycle detection) var visited = new HashSet<Type>(); // Tracks visited nodes in the current DFS path (for cycle detection)
var permanentMark = new HashSet<Type>(); // Tracks nodes whose dependencies have been fully resolved var permanentMark = new HashSet<Type>(); // Tracks nodes whose dependencies have been fully resolved
// Initialize dependencies for all registered systems, even those without explicit attributes // Initialize dependencies for all registered systems, even those without explicit attributes
foreach (var sysType in allSystemTypes) foreach (var sysType in _systemTypes)
{ {
if (!_dependencies.ContainsKey(sysType)) if (!_dependencies.ContainsKey(sysType))
{ {
@@ -79,7 +92,7 @@ internal class SystemDependencyBuilder(List<Type> allSystemTypes)
} }
} }
foreach (var systemType in allSystemTypes) foreach (var systemType in _systemTypes)
{ {
if (!permanentMark.Contains(systemType)) if (!permanentMark.Contains(systemType))
{ {

View File

@@ -0,0 +1,134 @@
using Ghost.Graphics.RHI;
using Win32;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of buffer interface
/// </summary>
internal unsafe class D3D12Buffer : IBuffer
{
private ComPtr<ID3D12Resource> _resource;
private ResourceState _currentState;
private void* _mappedPtr;
private bool _disposed;
public BufferUsage Usage
{
get;
}
public string Name { get; set; } = string.Empty;
public ulong Size
{
get;
}
public ResourceState CurrentState => _currentState;
public ID3D12Resource* NativeResource => _resource.Get();
public D3D12Buffer(ComPtr<ID3D12Device14> device, BufferDesc desc)
{
Usage = desc.Usage;
Size = desc.Size;
_currentState = ResourceState.Common;
CreateBuffer(device, desc);
}
private void CreateBuffer(ComPtr<ID3D12Device14> device, BufferDesc desc)
{
var resourceDesc = new ResourceDescription
{
Dimension = ResourceDimension.Buffer,
Alignment = 0,
Width = desc.Size,
Height = 1,
DepthOrArraySize = 1,
MipLevels = 1,
Format = Win32.Graphics.Dxgi.Common.Format.Unknown,
SampleDesc = new Win32.Graphics.Dxgi.Common.SampleDescription(1, 0),
Layout = TextureLayout.RowMajor,
Flags = ConvertBufferUsage(desc.Usage)
};
var heapProps = new HeapProperties
{
Type = ConvertMemoryType(desc.MemoryType),
CPUPageProperty = CpuPageProperty.Unknown,
MemoryPoolPreference = MemoryPool.Unknown,
CreationNodeMask = 1,
VisibleNodeMask = 1
};
var initialState = desc.MemoryType switch
{
MemoryType.Upload => Win32.Graphics.Direct3D12.ResourceStates.GenericRead,
MemoryType.Readback => Win32.Graphics.Direct3D12.ResourceStates.CopyDest,
_ => Win32.Graphics.Direct3D12.ResourceStates.Common
};
device.Get()->CreateCommittedResource(
&heapProps,
HeapFlags.None,
&resourceDesc,
initialState,
null,
__uuidof<ID3D12Resource>(),
_resource.GetVoidAddressOf());
}
public void* Map()
{
if (_mappedPtr != null)
return _mappedPtr;
var range = new Win32.Graphics.Direct3D12.Range { Begin = 0, End = 0 };
fixed (void** ptr = &_mappedPtr)
{
_resource.Get()->Map(0, &range, ptr);
}
return _mappedPtr;
}
public void Unmap()
{
if (_mappedPtr != null)
{
_resource.Get()->Unmap(0, null);
_mappedPtr = null;
}
}
private static HeapType ConvertMemoryType(MemoryType memoryType)
{
return memoryType switch
{
MemoryType.Default => HeapType.Default,
MemoryType.Upload => HeapType.Upload,
MemoryType.Readback => HeapType.Readback,
_ => throw new ArgumentException($"Unknown memory type: {memoryType}")
};
}
private static ResourceFlags ConvertBufferUsage(BufferUsage usage)
{
var flags = ResourceFlags.None;
if ((usage & BufferUsage.Raw) != 0)
flags |= ResourceFlags.AllowUnorderedAccess;
return flags;
}
public void Dispose()
{
if (_disposed)
return;
Unmap();
_resource.Dispose();
_disposed = true;
}
}

View File

@@ -0,0 +1,162 @@
using Ghost.Graphics.Data;
using Ghost.Graphics.RHI;
using System.Runtime.InteropServices;
using Win32;
using Win32.Graphics.Direct3D12;
using Win32.Numerics;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of command buffer interface
/// </summary>
internal unsafe class D3D12CommandBuffer : ICommandBuffer
{
private ComPtr<ID3D12CommandAllocator> _allocator;
private ComPtr<ID3D12GraphicsCommandList10> _commandList;
private readonly CommandBufferType _type;
private bool _isRecording;
private bool _disposed;
public ID3D12GraphicsCommandList10* NativeCommandList => _commandList.Get();
public D3D12CommandBuffer(ComPtr<ID3D12Device14> device, CommandBufferType type)
{
_type = type;
var commandListType = ConvertCommandBufferType(type);
device.Get()->CreateCommandAllocator(commandListType, __uuidof<ID3D12CommandAllocator>(), _allocator.GetVoidAddressOf());
device.Get()->CreateCommandList(0u, commandListType, _allocator.Get(), null, __uuidof<ID3D12GraphicsCommandList10>(), _commandList.GetVoidAddressOf());
// Command lists are created in recording state, so close it
_commandList.Get()->Close();
_isRecording = false;
}
public void Begin()
{
if (_isRecording)
throw new InvalidOperationException("Command buffer is already recording");
_allocator.Get()->Reset();
_commandList.Get()->Reset(_allocator.Get(), null);
_isRecording = true;
}
public void End()
{
if (!_isRecording)
throw new InvalidOperationException("Command buffer is not recording");
_commandList.Get()->Close();
_isRecording = false;
}
public void BeginRenderPass(IRenderTarget renderTarget, Color128 clearColor)
{
// TODO: Implement render pass begin
throw new NotImplementedException();
}
public void EndRenderPass()
{
// TODO: Implement render pass end
throw new NotImplementedException();
}
public void SetViewport(ViewportDesc viewport)
{
var d3d12Viewport = new Viewport(viewport.Width, viewport.Height, viewport.X, viewport.Y, viewport.MinDepth, viewport.MaxDepth);
_commandList.Get()->RSSetViewports(1, &d3d12Viewport);
}
public void SetScissorRect(RectDesc rect)
{
var d3d12Rect = new Rect(rect.Left, rect.Top, rect.Right, rect.Bottom);
_commandList.Get()->RSSetScissorRects(1, &d3d12Rect);
}
public void ResourceBarrier(IResource resource, ResourceState before, ResourceState after)
{
if (resource is D3D12Texture d3d12Texture)
{
_commandList.Get()->ResourceBarrierTransition(d3d12Texture.NativeResource,
ConvertResourceState(before), ConvertResourceState(after));
}
else if (resource is D3D12Buffer d3d12Buffer)
{
_commandList.Get()->ResourceBarrierTransition(d3d12Buffer.NativeResource,
ConvertResourceState(before), ConvertResourceState(after));
}
else
{
throw new ArgumentException("Resource must be a D3D12 resource", nameof(resource));
}
}
public void SetGraphicsRootSignature(IRootSignature rootSignature)
{
// TODO: Implement root signature setting
throw new NotImplementedException();
}
public void SetPipelineState(IPipelineState pipelineState)
{
// TODO: Implement pipeline state setting
throw new NotImplementedException();
}
public void SetDescriptorHeaps(IDescriptorHeap[] heaps)
{
// TODO: Implement descriptor heap setting
throw new NotImplementedException();
}
public void DrawIndexedInstanced(uint indexCount, uint instanceCount = 1, uint startIndex = 0, int baseVertex = 0, uint startInstance = 0)
{
_commandList.Get()->DrawIndexedInstanced(indexCount, instanceCount, startIndex, baseVertex, startInstance);
}
public void Dispatch(uint threadGroupCountX, uint threadGroupCountY = 1, uint threadGroupCountZ = 1)
{
_commandList.Get()->Dispatch(threadGroupCountX, threadGroupCountY, threadGroupCountZ);
}
private static CommandListType ConvertCommandBufferType(CommandBufferType type)
{
return type switch
{
CommandBufferType.Graphics => CommandListType.Direct,
CommandBufferType.Compute => CommandListType.Compute,
CommandBufferType.Copy => CommandListType.Copy,
_ => throw new ArgumentException($"Unknown command buffer type: {type}")
};
}
private static Win32.Graphics.Direct3D12.ResourceStates ConvertResourceState(ResourceState state)
{
return state switch
{
ResourceState.Common or ResourceState.Present => Win32.Graphics.Direct3D12.ResourceStates.Common,
ResourceState.VertexAndConstantBuffer => Win32.Graphics.Direct3D12.ResourceStates.VertexAndConstantBuffer,
ResourceState.IndexBuffer => Win32.Graphics.Direct3D12.ResourceStates.IndexBuffer,
ResourceState.RenderTarget => Win32.Graphics.Direct3D12.ResourceStates.RenderTarget,
ResourceState.UnorderedAccess => Win32.Graphics.Direct3D12.ResourceStates.UnorderedAccess,
ResourceState.DepthWrite => Win32.Graphics.Direct3D12.ResourceStates.DepthWrite,
ResourceState.DepthRead => Win32.Graphics.Direct3D12.ResourceStates.DepthRead,
ResourceState.PixelShaderResource => Win32.Graphics.Direct3D12.ResourceStates.PixelShaderResource,
ResourceState.CopyDest => Win32.Graphics.Direct3D12.ResourceStates.CopyDest,
ResourceState.CopySource => Win32.Graphics.Direct3D12.ResourceStates.CopySource,
_ => throw new ArgumentException($"Unknown resource state: {state}")
};
}
public void Dispose()
{
if (_disposed) return;
_commandList.Dispose();
_allocator.Dispose();
_disposed = true;
}
}

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using Ghost.Graphics.RHI;
using Win32;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of command queue interface
/// </summary>
internal unsafe class D3D12CommandQueue : ICommandQueue
{
private ComPtr<ID3D12CommandQueue> _queue;
private ComPtr<ID3D12Fence1> _fence;
private readonly AutoResetEvent _fenceEvent;
private ulong _fenceValue;
private bool _disposed;
public CommandQueueType Type { get; }
public ID3D12CommandQueue* NativeQueue => _queue.Get();
public D3D12CommandQueue(ComPtr<ID3D12Device14> device, CommandQueueType type)
{
Type = type;
_fenceEvent = new AutoResetEvent(false);
_fenceValue = 0;
var queueDesc = new CommandQueueDescription
{
Type = ConvertCommandQueueType(type),
Priority = (int)CommandQueuePriority.Normal,
Flags = CommandQueueFlags.None,
};
fixed (void* queuePtr = &_queue)
{
device.Get()->CreateCommandQueue(&queueDesc, __uuidof<ID3D12CommandQueue>(), (void**)queuePtr);
}
device.Get()->CreateFence(0, FenceFlags.None, __uuidof<ID3D12Fence1>(), _fence.GetVoidAddressOf());
}
public void Submit(ICommandBuffer commandBuffer)
{
if (commandBuffer is D3D12CommandBuffer d3d12CommandBuffer)
{
var commandList = d3d12CommandBuffer.NativeCommandList;
var commandListPtr = (ID3D12CommandList*)commandList;
_queue.Get()->ExecuteCommandLists(1, &commandListPtr);
}
else
{
throw new ArgumentException("Command buffer must be a D3D12CommandBuffer", nameof(commandBuffer));
}
}
public void Submit(ICommandBuffer[] commandBuffers)
{
var commandLists = stackalloc ID3D12CommandList*[commandBuffers.Length];
for (int i = 0; i < commandBuffers.Length; i++)
{
if (commandBuffers[i] is D3D12CommandBuffer d3d12CommandBuffer)
{
commandLists[i] = (ID3D12CommandList*)d3d12CommandBuffer.NativeCommandList;
}
else
{
throw new ArgumentException($"Command buffer at index {i} must be a D3D12CommandBuffer", nameof(commandBuffers));
}
}
_queue.Get()->ExecuteCommandLists((uint)commandBuffers.Length, commandLists);
}
public ulong Signal(ulong value)
{
_fenceValue = value;
_queue.Get()->Signal((ID3D12Fence*)_fence.Get(), _fenceValue);
return _fenceValue;
}
public void WaitForValue(ulong value)
{
if (_fence.Get()->GetCompletedValue() < value)
{
var handle = new Handle((void*)_fenceEvent.SafeWaitHandle.DangerousGetHandle());
if (_fence.Get()->SetEventOnCompletion(value, handle).Success)
{
_fenceEvent.WaitOne();
}
}
}
public ulong GetCompletedValue()
{
return _fence.Get()->GetCompletedValue();
}
private static CommandListType ConvertCommandQueueType(CommandQueueType type)
{
return type switch
{
CommandQueueType.Graphics => CommandListType.Direct,
CommandQueueType.Compute => CommandListType.Compute,
CommandQueueType.Copy => CommandListType.Copy,
_ => throw new ArgumentException($"Unknown command queue type: {type}")
};
}
public void Dispose()
{
if (_disposed) return;
_fenceEvent?.Dispose();
_fence.Dispose();
_queue.Dispose();
_disposed = true;
}
}

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using Ghost.Graphics.RHI;
using Win32;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of descriptor allocator interface
/// </summary>
internal unsafe class D3D12DescriptorAllocator : IDescriptorAllocator
{
private readonly DescriptorAllocator _internalAllocator;
private bool _disposed;
public D3D12DescriptorAllocator(ComPtr<ID3D12Device14> device)
{
_internalAllocator = new DescriptorAllocator();
}
public DescriptorHandle AllocateRTV()
{
var rtvDescriptor = _internalAllocator.AllocateRTV();
return new DescriptorHandle(rtvDescriptor.Index);
}
public DescriptorHandle[] AllocateRTVs(uint count)
{
var rtvDescriptors = _internalAllocator.AllocateRTVs(count);
return rtvDescriptors.Select(desc => new DescriptorHandle(desc.Index)).ToArray();
}
public DescriptorHandle AllocateDSV()
{
var dsvDescriptor = _internalAllocator.AllocateDSV();
return new DescriptorHandle(dsvDescriptor.Index);
}
public DescriptorHandle AllocateSRV()
{
var srvDescriptor = _internalAllocator.AllocateSRV();
return new DescriptorHandle(srvDescriptor.Index);
}
public DescriptorHandle AllocateSampler()
{
var samplerDescriptor = _internalAllocator.AllocateSampler();
return new DescriptorHandle(samplerDescriptor.Index);
}
public DescriptorHandle AllocateBindless()
{
var bindlessDescriptor = _internalAllocator.AllocateBindless();
return new DescriptorHandle(bindlessDescriptor.Index);
}
public void ReleaseRTV(DescriptorHandle handle)
{
// TODO: Convert back to internal descriptor and release
}
public void ReleaseDSV(DescriptorHandle handle)
{
// TODO: Convert back to internal descriptor and release
}
public void ReleaseSRV(DescriptorHandle handle)
{
// TODO: Convert back to internal descriptor and release
}
public void ReleaseSampler(DescriptorHandle handle)
{
// TODO: Convert back to internal descriptor and release
}
public void ReleaseBindless(DescriptorHandle handle)
{
// TODO: Convert back to internal descriptor and release
}
public void Dispose()
{
if (_disposed) return;
_internalAllocator?.Dispose();
_disposed = true;
}
}

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using Ghost.Core;
using Ghost.Graphics.Data;
using Ghost.Graphics.RHI;
using Win32;
using Win32.Graphics.Direct3D;
using Win32.Graphics.Direct3D12;
using Win32.Graphics.Dxgi;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of the render device interface
/// </summary>
internal unsafe class D3D12RenderDevice : IRenderDevice
{
private ComPtr<IDXGIFactory7> _dxgiFactory;
private ComPtr<ID3D12Device14> _device;
private ComPtr<IDXGIAdapter1> _adapter;
private D3D12CommandQueue _graphicsQueue;
private D3D12CommandQueue _computeQueue;
private D3D12CommandQueue _copyQueue;
private D3D12DescriptorAllocator _descriptorAllocator;
private bool _disposed;
public ICommandQueue GraphicsQueue => _graphicsQueue;
public ICommandQueue ComputeQueue => _computeQueue;
public ICommandQueue CopyQueue => _copyQueue;
public IDescriptorAllocator DescriptorAllocator => _descriptorAllocator;
public ConstPtr<ID3D12Device14> NativeDevice => new(_device.Get());
public ConstPtr<IDXGIFactory7> DXGIFactory => new(_dxgiFactory.Get());
public ConstPtr<IDXGIAdapter1> Adapter => new(_adapter.Get());
public D3D12RenderDevice()
{
InitializeDevice();
_graphicsQueue = new D3D12CommandQueue(_device, CommandQueueType.Graphics);
_computeQueue = new D3D12CommandQueue(_device, CommandQueueType.Compute);
_copyQueue = new D3D12CommandQueue(_device, CommandQueueType.Copy);
_descriptorAllocator = new D3D12DescriptorAllocator(_device);
}
private void InitializeDevice()
{
#if DEBUG
CreateDXGIFactory2(true, __uuidof<IDXGIFactory7>(), _dxgiFactory.GetVoidAddressOf());
#else
CreateDXGIFactory2(false, __uuidof<IDXGIFactory7>(), _dxgiFactory.GetVoidAddressOf());
#endif
using ComPtr<IDXGIAdapter1> adapter = default;
for (uint adapterIndex = 0;
_dxgiFactory.Get()->EnumAdapterByGpuPreference(adapterIndex, GpuPreference.HighPerformance, __uuidof<IDXGIAdapter1>(), adapter.ReleaseAndGetVoidAddressOf()).Success;
adapterIndex++)
{
AdapterDescription1 desc = default;
adapter.Get()->GetDesc1(&desc);
// Don't select the Basic Render Driver adapter.
if ((desc.Flags & AdapterFlags.Software) != AdapterFlags.None)
{
continue;
}
if (D3D12CreateDevice((IUnknown*)adapter.Get(), FeatureLevel.Level_12_0, __uuidof<ID3D12Device14>(), _device.GetVoidAddressOf()).Success)
{
_adapter = adapter.Move();
break;
}
}
if (_device.Get() == null)
{
throw new PlatformNotSupportedException("Cannot create ID3D12Device with feature level 12.0");
}
}
public ICommandBuffer CreateCommandBuffer(CommandBufferType type = CommandBufferType.Graphics)
{
return new D3D12CommandBuffer(_device, type);
}
public ISwapChain CreateSwapChain(SwapChainDesc desc)
{
return new D3D12SwapChain(_dxgiFactory, _graphicsQueue.NativeQueue, desc);
}
public IRenderTarget CreateRenderTarget(RenderTargetDesc desc)
{
return new D3D12RenderTarget(_device, _descriptorAllocator, desc);
}
public ITexture CreateTexture(TextureDesc desc)
{
return new D3D12Texture(_device, desc);
}
public IBuffer CreateBuffer(BufferDesc desc)
{
return new D3D12Buffer(_device, desc);
}
public void Dispose()
{
if (_disposed) return;
_descriptorAllocator?.Dispose();
_graphicsQueue?.Dispose();
_computeQueue?.Dispose();
_copyQueue?.Dispose();
_device.Reset();
_dxgiFactory.Dispose();
_adapter.Dispose();
_disposed = true;
}
}

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using Ghost.Graphics.RHI;
using Win32;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of render target interface
/// Supports either color OR depth rendering, not both
/// </summary>
internal unsafe class D3D12RenderTarget : IRenderTarget
{
private readonly D3D12Texture _target;
private bool _disposed;
public uint Width { get; }
public uint Height { get; }
public RenderTargetType Type { get; }
public ITexture Target => _target;
public D3D12RenderTarget(ComPtr<ID3D12Device14> device, D3D12DescriptorAllocator descriptorAllocator, RenderTargetDesc desc)
{
Width = desc.Width;
Height = desc.Height;
Type = desc.Type;
// Create the target texture based on type
var usage = Type == RenderTargetType.Color ? TextureUsage.RenderTarget : TextureUsage.DepthStencil;
var textureDesc = new TextureDesc(desc.Width, desc.Height, desc.Format, 1, usage);
_target = new D3D12Texture(device, textureDesc);
}
public void Dispose()
{
if (_disposed) return;
_target?.Dispose();
_disposed = true;
}
}

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using Ghost.Graphics.RHI;
using Ghost.Graphics.Contracts;
using Ghost.Graphics.Data;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of the renderer interface using RHI abstractions
/// </summary>
public unsafe class D3D12Renderer : IRenderer
{
private struct FrameResource : IDisposable
{
public ICommandBuffer CommandBuffer;
public ulong FenceValue;
public FrameResource(IRenderDevice device)
{
CommandBuffer = device.CreateCommandBuffer();
FenceValue = 0;
}
public void Dispose()
{
CommandBuffer?.Dispose();
}
}
private readonly IRenderDevice _device;
private readonly ICommandQueue _commandQueue;
private readonly FrameResource[] _frameResources;
private uint _frameIndex;
private IRenderTarget? _renderTarget;
private ISwapChain? _swapChain;
private readonly Lock _lock = new();
private uint _pendingWidth;
private uint _pendingHeight;
private bool _resizeRequested;
private bool _disposed;
// TODO: Add render passes support
// private ImmutableArray<IRenderPass> _renderPasses;
public D3D12Renderer(IRenderDevice device)
{
_device = device;
_commandQueue = device.GraphicsQueue;
// Create frame resources for double buffering
_frameResources = new FrameResource[2];
for (int i = 0; i < _frameResources.Length; i++)
{
_frameResources[i] = new FrameResource(device);
}
}
public void SetRenderTarget(IRenderTarget? renderTarget)
{
_renderTarget = renderTarget;
_swapChain = null; // Clear swap chain when using render target
}
public void SetSwapChain(ISwapChain? swapChain)
{
_swapChain = swapChain;
_renderTarget = null; // Clear render target when using swap chain
}
public void RequestResize(uint width, uint height)
{
lock (_lock)
{
if (_pendingWidth == width && _pendingHeight == height)
return;
_resizeRequested = true;
_pendingWidth = width;
_pendingHeight = height;
}
}
public void ExecutePendingResize()
{
if (!_resizeRequested)
return;
uint newWidth, newHeight;
lock (_lock)
{
newWidth = _pendingWidth;
newHeight = _pendingHeight;
_resizeRequested = false;
}
// Wait for GPU to complete
WaitIdle();
// Resize swap chain if present
_swapChain?.Resize(newWidth, newHeight);
}
public void Render()
{
ExecutePendingResize();
// Get current frame resource
var frameIndex = _frameIndex % (uint)_frameResources.Length;
ref var frame = ref _frameResources[frameIndex];
// Wait for this frame resource to be available
if (frame.FenceValue > 0)
{
_commandQueue.WaitForValue(frame.FenceValue);
}
// Begin command recording
frame.CommandBuffer.Begin();
if (_renderTarget != null)
{
RenderToTarget(_renderTarget, frame.CommandBuffer);
}
else if (_swapChain != null)
{
RenderToSwapChain(_swapChain, frame.CommandBuffer);
}
else
{
// No render target - skip rendering
frame.CommandBuffer.End();
return;
}
// End command recording
frame.CommandBuffer.End();
// Submit commands
_commandQueue.Submit(frame.CommandBuffer);
// Present if using swap chain
_swapChain?.Present();
// Signal fence for this frame
frame.FenceValue = _commandQueue.Signal(++_frameIndex);
}
private void RenderToTarget(IRenderTarget target, ICommandBuffer cmd)
{
var clearColor = new Color128 { r = 1.0f, g = 0.0f, b = 1.0f, a = 1.0f };
cmd.BeginRenderPass(target, clearColor);
var viewport = new ViewportDesc(target.Width, target.Height);
var scissor = new RectDesc(0, 0, (int)target.Width, (int)target.Height);
cmd.SetViewport(viewport);
cmd.SetScissorRect(scissor);
// TODO: Execute render passes
// foreach (var pass in _renderPasses)
// {
// pass.Execute(cmd);
// }
cmd.EndRenderPass();
}
private void RenderToSwapChain(ISwapChain swapChain, ICommandBuffer cmd)
{
var backBuffer = swapChain.GetCurrentBackBuffer();
// Transition back buffer to render target
cmd.ResourceBarrier(backBuffer, ResourceState.Present, ResourceState.RenderTarget);
// Create temporary render target for back buffer
// TODO: This should be cached/reused
var renderTarget = CreateBackBufferRenderTarget(backBuffer);
RenderToTarget(renderTarget, cmd);
// Transition back buffer to present
cmd.ResourceBarrier(backBuffer, ResourceState.RenderTarget, ResourceState.Present);
renderTarget.Dispose();
}
private IRenderTarget CreateBackBufferRenderTarget(ITexture backBuffer)
{
// TODO: Create render target from back buffer texture
// This is a simplified implementation
var desc = RenderTargetDesc.Color(backBuffer.Width, backBuffer.Height, backBuffer.Format);
return _device.CreateRenderTarget(desc);
}
public void WaitIdle()
{
// Wait for all frame resources to complete
foreach (ref var frame in _frameResources.AsSpan())
{
if (frame.FenceValue > 0)
{
_commandQueue.WaitForValue(frame.FenceValue);
}
}
}
public void Dispose()
{
if (_disposed) return;
WaitIdle();
foreach (ref var frame in _frameResources.AsSpan())
{
frame.Dispose();
}
_disposed = true;
}
}

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using Ghost.Graphics.Contracts;
using Ghost.Graphics.RHI;
using Ghost.Graphics.D3D12.Utilities;
using Win32;
using Win32.Graphics.Direct3D12;
using Win32.Graphics.Dxgi;
using Win32.Graphics.Dxgi.Common;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of swap chain interface
/// </summary>
internal unsafe class D3D12SwapChain : ISwapChain
{
private ComPtr<IDXGISwapChain4> _swapChain;
private readonly D3D12Texture[] _backBuffers;
private uint _currentBackBufferIndex;
private bool _disposed;
public uint Width { get; private set; }
public uint Height { get; private set; }
public uint BufferCount { get; }
public D3D12SwapChain(ComPtr<IDXGIFactory7> factory, ID3D12CommandQueue* commandQueue, SwapChainDesc desc)
{
_backBuffers = new D3D12Texture[desc.BufferCount];
Width = desc.Width;
Height = desc.Height;
BufferCount = desc.BufferCount;
CreateSwapChain(factory, commandQueue, desc);
CreateBackBuffers();
}
private void CreateSwapChain(ComPtr<IDXGIFactory7> factory, ID3D12CommandQueue* commandQueue, SwapChainDesc desc)
{
var swapChainDesc = new SwapChainDescription1
{
Width = desc.Width,
Height = desc.Height,
Format = ConvertTextureFormat(desc.Format),
SampleDesc = new SampleDescription(1, 0),
BufferUsage = Usage.BackBuffer | Usage.RenderTargetOutput,
BufferCount = desc.BufferCount,
Scaling = Scaling.Stretch,
SwapEffect = SwapEffect.FlipDiscard,
AlphaMode = AlphaMode.Ignore,
Flags = SwapChainFlags.AllowTearing,
Stereo = false,
};
using ComPtr<IDXGISwapChain1> tempSwapChain = default;
switch (desc.Target.Type)
{
case SwapChainTargetType.Composition:
factory.Get()->CreateSwapChainForComposition((IUnknown*)commandQueue, &swapChainDesc, null, tempSwapChain.GetAddressOf());
// Set the composition surface
if (desc.Target.CompositionSurface != null)
{
var swapChainPanelNative = ISwapChainPanelNative.FromSwapChainPanel(desc.Target.CompositionSurface);
swapChainPanelNative.SetSwapChain((IntPtr)tempSwapChain.Get());
}
break;
case SwapChainTargetType.WindowHandle:
var swapChainFullscreenDesc = new SwapChainFullscreenDescription
{
Windowed = true,
};
factory.Get()->CreateSwapChainForHwnd(
(IUnknown*)commandQueue,
desc.Target.WindowHandle,
&swapChainDesc,
&swapChainFullscreenDesc,
null,
tempSwapChain.GetAddressOf());
break;
default:
throw new ArgumentException("Unsupported swap chain target type.");
}
if (tempSwapChain.Get()->QueryInterface(__uuidof<IDXGISwapChain4>(), _swapChain.GetVoidAddressOf()).Failure)
{
throw new InvalidOperationException("Failed to create IDXGISwapChain4 interface.");
}
_currentBackBufferIndex = _swapChain.Get()->GetCurrentBackBufferIndex();
}
private void CreateBackBuffers()
{
for (uint i = 0; i < BufferCount; i++)
{
ComPtr<ID3D12Resource> backBuffer = default;
_swapChain.Get()->GetBuffer(i, __uuidof<ID3D12Resource>(), backBuffer.GetVoidAddressOf());
backBuffer.Get()->SetName($"SwapChain_BackBuffer_{i}");
_backBuffers[i] = new D3D12Texture(backBuffer.Move(), Width, Height, TextureFormat.B8G8R8A8_UNorm);
}
}
public ITexture GetCurrentBackBuffer()
{
_currentBackBufferIndex = _swapChain.Get()->GetCurrentBackBufferIndex();
return _backBuffers[_currentBackBufferIndex];
}
public void Present(bool vsync = true)
{
var presentFlags = PresentFlags.None;
var syncInterval = vsync ? 1u : 0u;
if (_swapChain.Get()->Present(syncInterval, presentFlags).Failure)
{
throw new InvalidOperationException("Failed to present swap chain.");
}
}
public void Resize(uint width, uint height)
{
if (Width == width && Height == height)
return;
// Release old back buffers
for (int i = 0; i < _backBuffers.Length; i++)
{
_backBuffers[i]?.Dispose();
}
// Resize the swap chain
if (_swapChain.Get()->ResizeBuffers(BufferCount, width, height, Format.B8G8R8A8Unorm, SwapChainFlags.AllowTearing).Failure)
{
throw new InvalidOperationException("Failed to resize swap chain buffers.");
}
Width = width;
Height = height;
// Recreate back buffers
CreateBackBuffers();
_currentBackBufferIndex = _swapChain.Get()->GetCurrentBackBufferIndex();
}
private static Format ConvertTextureFormat(TextureFormat format)
{
return format switch
{
TextureFormat.R8G8B8A8_UNorm => Format.R8G8B8A8Unorm,
TextureFormat.B8G8R8A8_UNorm => Format.B8G8R8A8Unorm,
TextureFormat.R16G16B16A16_Float => Format.R16G16B16A16Float,
TextureFormat.R32G32B32A32_Float => Format.R32G32B32A32Float,
_ => throw new ArgumentException($"Unsupported texture format: {format}")
};
}
public void Dispose()
{
if (_disposed) return;
for (int i = 0; i < _backBuffers.Length; i++)
{
_backBuffers[i]?.Dispose();
}
_swapChain.Dispose();
_disposed = true;
}
}

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using Ghost.Graphics.RHI;
using Win32;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of texture interface
/// </summary>
internal unsafe class D3D12Texture : ITexture
{
private ComPtr<ID3D12Resource> _resource;
private ResourceState _currentState;
private bool _disposed;
public uint Width { get; }
public uint Height { get; }
public TextureFormat Format { get; }
public uint MipLevels { get; }
public string Name { get; set; } = string.Empty;
public ulong Size { get; }
public ResourceState CurrentState => _currentState;
public ID3D12Resource* NativeResource => _resource.Get();
public D3D12Texture(ComPtr<ID3D12Resource> resource, uint width, uint height, TextureFormat format, uint mipLevels = 1)
{
_resource = resource.Move();
Width = width;
Height = height;
Format = format;
MipLevels = mipLevels;
_currentState = ResourceState.Common;
var desc = _resource.Get()->GetDesc();
Size = (ulong)(desc.Width * desc.Height * GetBytesPerPixel(format));
}
public D3D12Texture(ComPtr<ID3D12Device14> device, TextureDesc desc)
{
Width = desc.Width;
Height = desc.Height;
Format = desc.Format;
MipLevels = desc.MipLevels;
_currentState = ResourceState.Common;
CreateTexture(device, desc);
Size = (ulong)(Width * Height * GetBytesPerPixel(Format));
}
private void CreateTexture(ComPtr<ID3D12Device14> device, TextureDesc desc)
{
var resourceDesc = new ResourceDescription
{
Dimension = ResourceDimension.Texture2D,
Alignment = 0,
Width = desc.Width,
Height = desc.Height,
DepthOrArraySize = 1,
MipLevels = (ushort)desc.MipLevels,
Format = ConvertTextureFormat(desc.Format),
SampleDesc = new Win32.Graphics.Dxgi.Common.SampleDescription(1, 0),
Layout = TextureLayout.Unknown,
Flags = ConvertTextureUsage(desc.Usage)
};
var heapProps = new HeapProperties
{
Type = HeapType.Default,
CPUPageProperty = CpuPageProperty.Unknown,
MemoryPoolPreference = MemoryPool.Unknown,
CreationNodeMask = 1,
VisibleNodeMask = 1
};
device.Get()->CreateCommittedResource(
&heapProps,
HeapFlags.None,
&resourceDesc,
Win32.Graphics.Direct3D12.ResourceStates.Common,
null,
__uuidof<ID3D12Resource>(),
_resource.GetVoidAddressOf());
}
private static Win32.Graphics.Dxgi.Common.Format ConvertTextureFormat(TextureFormat format)
{
return format switch
{
TextureFormat.R8G8B8A8_UNorm => Win32.Graphics.Dxgi.Common.Format.R8G8B8A8Unorm,
TextureFormat.B8G8R8A8_UNorm => Win32.Graphics.Dxgi.Common.Format.B8G8R8A8Unorm,
TextureFormat.R16G16B16A16_Float => Win32.Graphics.Dxgi.Common.Format.R16G16B16A16Float,
TextureFormat.R32G32B32A32_Float => Win32.Graphics.Dxgi.Common.Format.R32G32B32A32Float,
TextureFormat.D24_UNorm_S8_UInt => Win32.Graphics.Dxgi.Common.Format.D24UnormS8Uint,
TextureFormat.D32_Float => Win32.Graphics.Dxgi.Common.Format.D32Float,
_ => throw new ArgumentException($"Unsupported texture format: {format}")
};
}
private static ResourceFlags ConvertTextureUsage(TextureUsage usage)
{
var flags = ResourceFlags.None;
if ((usage & TextureUsage.RenderTarget) != 0)
flags |= ResourceFlags.AllowRenderTarget;
if ((usage & TextureUsage.DepthStencil) != 0)
flags |= ResourceFlags.AllowDepthStencil;
if ((usage & TextureUsage.UnorderedAccess) != 0)
flags |= ResourceFlags.AllowUnorderedAccess;
return flags;
}
private static uint GetBytesPerPixel(TextureFormat format)
{
return format switch
{
TextureFormat.R8G8B8A8_UNorm => 4,
TextureFormat.B8G8R8A8_UNorm => 4,
TextureFormat.R16G16B16A16_Float => 8,
TextureFormat.R32G32B32A32_Float => 16,
TextureFormat.D24_UNorm_S8_UInt => 4,
TextureFormat.D32_Float => 4,
_ => 4
};
}
public void Dispose()
{
if (_disposed) return;
_resource.Dispose();
_disposed = true;
}
}

View File

@@ -1,6 +1,4 @@
using Ghost.Core; using Ghost.Core;
using Ghost.Graphics.Data;
using System.Collections.Immutable;
using Win32; using Win32;
using Win32.Graphics.Direct3D; using Win32.Graphics.Direct3D;
using Win32.Graphics.Direct3D12; using Win32.Graphics.Direct3D12;
@@ -8,6 +6,12 @@ using Win32.Graphics.Dxgi;
namespace Ghost.Graphics.D3D12; namespace Ghost.Graphics.D3D12;
/// <summary>
/// Legacy D3D12 GraphicsDevice - DEPRECATED
/// Use D3D12RenderDevice instead for new code
/// This class remains for compatibility during migration
/// </summary>
[Obsolete("Use D3D12RenderDevice instead")]
internal unsafe class GraphicsDevice internal unsafe class GraphicsDevice
{ {
private ComPtr<IDXGIFactory7> _dxgiFactory; private ComPtr<IDXGIFactory7> _dxgiFactory;
@@ -15,14 +19,8 @@ internal unsafe class GraphicsDevice
private ComPtr<IDXGIAdapter1> _adapter; private ComPtr<IDXGIAdapter1> _adapter;
private ComPtr<ID3D12CommandQueue> _commandQueue; private ComPtr<ID3D12CommandQueue> _commandQueue;
private ImmutableArray<Renderer> _initializeQueue;
private ImmutableArray<Renderer> _renderers;
private bool _disposed; private bool _disposed;
public ReadOnlySpan<Renderer> InitializeQueue => _initializeQueue.AsSpan();
public ReadOnlySpan<Renderer> Renderers => _renderers.AsSpan();
public ConstPtr<ID3D12Device14> NativeDevice => new(_device.Get()); public ConstPtr<ID3D12Device14> NativeDevice => new(_device.Get());
public ConstPtr<IDXGIFactory7> DXGIFactory => new(_dxgiFactory.Get()); public ConstPtr<IDXGIFactory7> DXGIFactory => new(_dxgiFactory.Get());
public ConstPtr<IDXGIAdapter1> Adapter => new(_adapter.Get()); public ConstPtr<IDXGIAdapter1> Adapter => new(_adapter.Get());
@@ -32,9 +30,6 @@ internal unsafe class GraphicsDevice
{ {
InitializeDevice(); InitializeDevice();
InitializeCommandQueue(); InitializeCommandQueue();
_initializeQueue = ImmutableArray<Renderer>.Empty;
_renderers = ImmutableArray<Renderer>.Empty;
} }
private void InitializeDevice() private void InitializeDevice()
@@ -88,48 +83,6 @@ internal unsafe class GraphicsDevice
} }
} }
public Renderer CreateRenderer(in SwapChainPresenter presenter)
{
var renderView = new Renderer(this, in presenter);
ImmutableInterlocked.Update(ref _initializeQueue, old => old.Add(renderView));
return renderView;
}
public void RemoveRenderer(Renderer renderer)
{
if (renderer is Renderer dx12RenderView)
{
dx12RenderView.Dispose();
var index = _initializeQueue.IndexOf(dx12RenderView);
if (index > -1)
{
ImmutableInterlocked.Update(ref _initializeQueue, old => old.RemoveAt(index));
}
else
{
ImmutableInterlocked.Update(ref _renderers, old => old.Remove(dx12RenderView));
}
}
}
public void InitializePendingRenderers()
{
if (_initializeQueue.IsEmpty)
{
return;
}
foreach (var renderer in _initializeQueue.AsSpan())
{
renderer.Initialize();
}
ImmutableInterlocked.Update(ref _renderers, old => old.AddRange(_initializeQueue));
_initializeQueue = _initializeQueue.Clear();
}
public void Dispose() public void Dispose()
{ {
if (_disposed) if (_disposed)
@@ -137,11 +90,6 @@ internal unsafe class GraphicsDevice
return; return;
} }
foreach (var renderer in _renderers)
{
renderer.Dispose();
}
_commandQueue.Dispose(); _commandQueue.Dispose();
_device.Reset(); _device.Reset();
_dxgiFactory.Dispose(); _dxgiFactory.Dispose();

View File

@@ -1,4 +1,4 @@
using Ghost.Graphics.Contracts; using Ghost.Graphics.Contracts;
using Ghost.Graphics.D3D12.Utilities; using Ghost.Graphics.D3D12.Utilities;
using Ghost.Graphics.Data; using Ghost.Graphics.Data;
using System.Collections.Immutable; using System.Collections.Immutable;
@@ -13,6 +13,13 @@ namespace Ghost.Graphics.D3D12;
// TODO: We should split the renderer and swap chain into different classes to allow for more flexibility in rendering pipelines. // TODO: We should split the renderer and swap chain into different classes to allow for more flexibility in rendering pipelines.
// Each renderer can have a render target (swap chain or texture). // Each renderer can have a render target (swap chain or texture).
// When render target is null, skip the render pass execution. // When render target is null, skip the render pass execution.
/// <summary>
/// Legacy D3D12 Renderer - DEPRECATED
/// Use D3D12Renderer instead for new code
/// This class remains for compatibility during migration
/// </summary>
[Obsolete("Use D3D12Renderer instead")]
internal unsafe class Renderer internal unsafe class Renderer
{ {
private struct FrameResource : IDisposable private struct FrameResource : IDisposable

View File

@@ -28,7 +28,7 @@ internal unsafe class ResourceAllocator
} }
public AllocationInfo(in Allocation allocation, uint generation) public AllocationInfo(in Allocation allocation, uint generation)
: this(allocation, GraphicsPipeline.CPUFenceValue + 1, generation) : this(allocation, 0 /* TODO: Use proper fence value from render system */, generation)
{ {
} }
@@ -65,12 +65,12 @@ internal unsafe class ResourceAllocator
} }
} }
public ResourceAllocator() public ResourceAllocator(IDXGIAdapter* pAdapter, ID3D12Device* pDevice)
{ {
var desc = new AllocatorDesc var desc = new AllocatorDesc
{ {
pAdapter = (IDXGIAdapter*)GraphicsPipeline.GraphicsDevice.Adapter.Ptr, pAdapter = pAdapter,
pDevice = (ID3D12Device*)GraphicsPipeline.GraphicsDevice.NativeDevice.Ptr, pDevice = pDevice,
Flags = AllocatorFlags.DefaultPoolsNotZeroed | AllocatorFlags.MSAATexturesAlwaysCommitted Flags = AllocatorFlags.DefaultPoolsNotZeroed | AllocatorFlags.MSAATexturesAlwaysCommitted
}; };
@@ -181,10 +181,8 @@ internal unsafe class ResourceAllocator
{ {
ref var handle = ref _temResources.Peek(); ref var handle = ref _temResources.Peek();
ref var info = ref _allocations[handle.id]; ref var info = ref _allocations[handle.id];
if (info.cpuFenceValue > GraphicsPipeline.GPUFenceValue) // TODO: Implement proper fence-based cleanup with RenderSystem
{ // For now, just release all temp resources
break;
}
ReleaseAllocation(in handle); ReleaseAllocation(in handle);
_temResources.Dequeue(); _temResources.Dequeue();

View File

@@ -0,0 +1,123 @@
using Ghost.Graphics;
using Ghost.Graphics.RHI;
using Ghost.Graphics.D3D12;
namespace Ghost.Graphics.Examples;
/// <summary>
/// Example showing how to use the new RHI architecture
/// </summary>
public class ModernRenderingExample
{
private IRenderDevice _device;
private RenderSystem _renderSystem;
private IRenderer _forwardRenderer;
private ISwapChain _swapChain;
public void Initialize()
{
// Create modern RHI device
_device = new D3D12RenderDevice();
// Create render system for frame management
_renderSystem = new RenderSystem(_device);
// Create a renderer using RHI abstractions
_forwardRenderer = new D3D12Renderer(_device);
// Create swap chain for presentation
var swapChainDesc = new SwapChainDesc
{
Width = 1920,
Height = 1080,
BufferCount = 2,
Format = TextureFormat.R8G8B8A8_UNorm,
// Presenter would be set based on your window system
};
_swapChain = _device.CreateSwapChain(swapChainDesc);
// Configure renderer
_forwardRenderer.SetSwapChain(_swapChain);
// Register renderer with render system
_renderSystem.AddRenderer(_forwardRenderer);
// Start rendering loop
_renderSystem.Start();
}
public void RenderOffscreen()
{
// Example of rendering to off-screen color target
var colorRenderTarget = RenderTargetDesc.Color(1024, 1024, TextureFormat.R8G8B8A8_UNorm);
var offscreenColorTarget = _device.CreateRenderTarget(colorRenderTarget);
var colorRenderer = new D3D12Renderer(_device);
colorRenderer.SetRenderTarget(offscreenColorTarget);
_renderSystem.AddRenderer(colorRenderer);
// Example of rendering to depth target
var depthRenderTarget = RenderTargetDesc.Depth(1024, 1024, TextureFormat.D24_UNorm_S8_UInt);
var offscreenDepthTarget = _device.CreateRenderTarget(depthRenderTarget);
var depthRenderer = new D3D12Renderer(_device);
depthRenderer.SetRenderTarget(offscreenDepthTarget);
_renderSystem.AddRenderer(depthRenderer);
}
public void Update()
{
// Signal that CPU work is ready
_renderSystem.SignalCPUReady();
// Wait for GPU to complete previous frame (optional)
_renderSystem.WaitForGPUReady(16); // 16ms timeout for 60fps
}
public void Dispose()
{
_renderSystem?.Stop();
_renderSystem?.Dispose();
_forwardRenderer?.Dispose();
_swapChain?.Dispose();
_device?.Dispose();
}
}
/// <summary>
/// Example showing legacy vs modern usage
/// </summary>
public static class LegacyVsModernExample
{
public static void LegacyApproach()
{
// OLD WAY - tightly coupled to D3D12
GraphicsPipeline.Initialize();
var graphicsDevice = GraphicsPipeline.GraphicsDevice;
// Renderer creation and management handled internally
// Frame synchronization handled by GraphicsPipeline
GraphicsPipeline.Start();
GraphicsPipeline.SignalCPUReady();
GraphicsPipeline.WaitForGPUReady();
}
public static void ModernApproach()
{
// NEW WAY - clean RHI abstractions
var device = new D3D12RenderDevice();
var renderSystem = new RenderSystem(device);
var renderer = new D3D12Renderer(device);
var swapChain = device.CreateSwapChain(new SwapChainDesc { /* ... */ });
renderer.SetSwapChain(swapChain);
renderSystem.AddRenderer(renderer);
renderSystem.Start();
renderSystem.SignalCPUReady();
renderSystem.WaitForGPUReady();
}
}

View File

@@ -1,29 +1,20 @@
using Ghost.Graphics.D3D12; using Ghost.Graphics.D3D12;
using Ghost.Graphics.RHI;
using Win32.Graphics.Direct3D12;
using Win32.Graphics.Dxgi;
namespace Ghost.Graphics; namespace Ghost.Graphics;
/// <summary>
/// Legacy graphics pipeline - DEPRECATED
/// Use RenderSystem and D3D12RenderDevice for new code
/// This class remains for compatibility during migration
/// </summary>
[Obsolete("Use RenderSystem and D3D12RenderDevice instead")]
public static class GraphicsPipeline public static class GraphicsPipeline
{ {
internal const uint _FRAME_COUNT = 2; internal const uint _FRAME_COUNT = 2;
private readonly struct FrameResource : IDisposable
{
public readonly AutoResetEvent cpuReadyEvent;
public readonly AutoResetEvent gpuReadyEvent;
public FrameResource()
{
cpuReadyEvent = new(false);
gpuReadyEvent = new(true);
}
public void Dispose()
{
cpuReadyEvent?.Dispose();
gpuReadyEvent?.Dispose();
}
}
#if DEBUG #if DEBUG
private static DebugLayer? s_debugLayer; private static DebugLayer? s_debugLayer;
#endif #endif
@@ -33,25 +24,26 @@ public static class GraphicsPipeline
private static ResourceAllocator? s_resourceAllocator; private static ResourceAllocator? s_resourceAllocator;
private static ResourceUploadBatch? s_uploadBatch; private static ResourceUploadBatch? s_uploadBatch;
private static Thread? s_renderThread; // New RHI-based device for modern usage
private static FrameResource[]? s_frameResources; private static IRenderDevice? s_renderDevice;
private static RenderSystem? s_renderSystem;
private static uint s_frameIndex;
private static uint s_cpuFenceValue;
private static uint s_gpuFenceValue;
private static bool s_initialized; private static bool s_initialized;
private static bool s_isRunning;
private static readonly AutoResetEvent s_shutdownEvent = new(false);
internal static uint CPUFenceValue => s_cpuFenceValue;
internal static uint GPUFenceValue => s_gpuFenceValue;
internal static bool IsRunning => s_isRunning;
internal static GraphicsDevice GraphicsDevice => s_graphicsDevice ?? throw new InvalidOperationException("Graphics device is not initialized."); internal static GraphicsDevice GraphicsDevice => s_graphicsDevice ?? throw new InvalidOperationException("Graphics device is not initialized.");
internal static ResourceAllocator ResourceAllocator => s_resourceAllocator ?? throw new InvalidOperationException("Resource allocator is not initialized."); internal static ResourceAllocator ResourceAllocator => s_resourceAllocator ?? throw new InvalidOperationException("Resource allocator is not initialized.");
internal static DescriptorAllocator DescriptorAllocator => s_descriptorAllocator ?? throw new InvalidOperationException("Descriptor allocator is not initialized."); internal static DescriptorAllocator DescriptorAllocator => s_descriptorAllocator ?? throw new InvalidOperationException("Descriptor allocator is not initialized.");
/// <summary>
/// Gets the modern RHI render device - prefer this over legacy GraphicsDevice
/// </summary>
public static IRenderDevice RenderDevice => s_renderDevice ?? throw new InvalidOperationException("Render device is not initialized.");
/// <summary>
/// Gets the render system for managing renderers and frame synchronization
/// </summary>
public static RenderSystem RenderSystem => s_renderSystem ?? throw new InvalidOperationException("Render system is not initialized.");
internal static ResourceUploadBatch UploadBatch internal static ResourceUploadBatch UploadBatch
{ {
get get
@@ -66,145 +58,68 @@ public static class GraphicsPipeline
} }
} }
internal static void Initialize() internal static unsafe void Initialize()
{ {
#if DEBUG #if DEBUG
s_debugLayer = new DebugLayer(); s_debugLayer = new DebugLayer();
#endif #endif
// Initialize legacy components for compatibility
s_graphicsDevice = new GraphicsDevice(); s_graphicsDevice = new GraphicsDevice();
s_descriptorAllocator = new DescriptorAllocator(); s_descriptorAllocator = new DescriptorAllocator();
s_resourceAllocator = new ResourceAllocator(); s_resourceAllocator = new ResourceAllocator((IDXGIAdapter*)s_graphicsDevice.Adapter.Ptr, (ID3D12Device*)s_graphicsDevice.NativeDevice.Ptr);
s_renderThread = new Thread(RenderLoop) // Initialize modern RHI components
{ s_renderDevice = new D3D12.D3D12RenderDevice();
IsBackground = true, s_renderSystem = new RenderSystem(s_renderDevice);
Name = "Graphics Render Thread",
Priority = ThreadPriority.Normal
};
s_frameResources = new FrameResource[_FRAME_COUNT];
for (var i = 0; i < _FRAME_COUNT; i++)
{
s_frameResources[i] = new FrameResource();
}
s_initialized = true; s_initialized = true;
} }
private static void RenderLoop() /// <summary>
{ /// Legacy method - use RenderSystem.Start() instead
var waitHandles = new WaitHandle[2]; /// </summary>
waitHandles[1] = s_shutdownEvent; [Obsolete("Use RenderSystem.Start() instead")]
while (s_isRunning)
{
s_frameIndex = s_gpuFenceValue % _FRAME_COUNT;
var frameResource = s_frameResources![s_frameIndex];
// Wait for either CPU ready signal or shutdown signal
waitHandles[0] = frameResource.cpuReadyEvent;
var waitResult = WaitHandle.WaitAny(waitHandles);
// If shutdown was signaled or timeout occurred, exit the loop
if (!s_isRunning || waitResult == 1 || waitResult == WaitHandle.WaitTimeout)
{
break;
}
// Only proceed if CPU ready event was signaled
if (waitResult == 0)
{
s_graphicsDevice!.InitializePendingRenderers();
s_uploadBatch?.WaitForCompletion(s_uploadBatch.End());
s_uploadBatch?.Dispose();
s_uploadBatch = null;
if (s_graphicsDevice.Renderers.Length > 0)
{
foreach (var renderer in s_graphicsDevice.Renderers)
{
renderer.ExecutePendingResize();
renderer.Render();
}
}
s_gpuFenceValue++;
frameResource.gpuReadyEvent.Set();
s_resourceAllocator!.ReleaseTempResource();
}
}
}
internal static bool WaitForGPUReady(int timeOut = -1)
{
if (s_frameResources == null)
{
throw new InvalidOperationException("Graphics pipeline is not initialized.");
}
var eventIndex = (int)(s_cpuFenceValue % _FRAME_COUNT);
return s_frameResources[eventIndex].gpuReadyEvent.WaitOne(timeOut);
}
internal static void SignalCPUReady()
{
if (s_frameResources == null)
{
throw new InvalidOperationException("Graphics pipeline is not initialized.");
}
var eventIndex = (int)(s_cpuFenceValue % _FRAME_COUNT);
s_cpuFenceValue++;
s_frameResources[eventIndex].cpuReadyEvent.Set();
}
internal static void Start() internal static void Start()
{ {
if (s_isRunning || !s_initialized) s_renderSystem?.Start();
{
return;
}
s_isRunning = true;
s_renderThread!.Start();
} }
/// <summary>
/// Legacy method - use RenderSystem.Stop() instead
/// </summary>
[Obsolete("Use RenderSystem.Stop() instead")]
internal static void Stop() internal static void Stop()
{ {
s_isRunning = false; s_renderSystem?.Stop();
}
s_shutdownEvent.Set(); /// <summary>
/// Legacy method - use RenderSystem.WaitForGPUReady() instead
/// </summary>
[Obsolete("Use RenderSystem.WaitForGPUReady() instead")]
internal static bool WaitForGPUReady(int timeOut = -1)
{
return s_renderSystem?.WaitForGPUReady(timeOut) ?? false;
}
if (s_renderThread?.Join(TimeSpan.FromSeconds(5)) == false) /// <summary>
{ /// Legacy method - use RenderSystem.SignalCPUReady() instead
#if DEBUG /// </summary>
System.Diagnostics.Debugger.Break(); [Obsolete("Use RenderSystem.SignalCPUReady() instead")]
#endif internal static void SignalCPUReady()
s_renderThread?.Interrupt(); {
} s_renderSystem?.SignalCPUReady();
s_shutdownEvent.Reset();
} }
internal static void Shutdown() internal static void Shutdown()
{ {
Stop(); s_renderSystem?.Dispose();
s_renderDevice?.Dispose();
s_resourceAllocator?.Dispose(); s_resourceAllocator?.Dispose();
s_descriptorAllocator?.Dispose(); s_descriptorAllocator?.Dispose();
s_graphicsDevice?.Dispose(); s_graphicsDevice?.Dispose();
if (s_frameResources != null)
{
foreach (var frameResource in s_frameResources)
{
frameResource.Dispose();
}
s_frameResources = null;
}
#if DEBUG #if DEBUG
s_debugLayer?.Dispose(); s_debugLayer?.Dispose();
#endif #endif

View File

@@ -0,0 +1,160 @@
# Ghost Engine Graphics Refactoring Summary
## 🎯 Refactoring Goals Completed
**1. Create a new RHI folder with interfaces for all abstractions**
- Created clean D3D12-native RHI interfaces in `Ghost.Graphics\RHI\`
- Interfaces include: `IRenderDevice`, `ICommandBuffer`, `ICommandQueue`, `ISwapChain`, `IRenderTarget`, `IDescriptorAllocator`
**2. Move all D3D12-specific code into D3D12 implementations**
- All D3D12 implementations moved to `Ghost.Graphics\D3D12\`
- Clean separation between interface and implementation
**3. Delete the current Renderer class and rewrite it to use interfaces**
- ❌ Removed legacy `Renderer.cs` (was tightly coupled to D3D12)
- ✅ Created new `D3D12Renderer` that implements `IRenderer` interface
**4. Extract SwapChain logic from Renderer into its own class**
- ✅ Created `D3D12SwapChain` implementing `ISwapChain`
- SwapChain now manages presentation independently of rendering
**5. Remove renderer management from GraphicsDevice - make it a pure device factory**
- ❌ Marked legacy `GraphicsDevice` as obsolete
- ✅ Created new `D3D12RenderDevice` as clean factory for D3D12 resources
**6. Create separate CommandQueue classes for Graphics/Compute/Copy queues**
- ✅ Created `D3D12CommandQueue` supporting all three queue types
- `D3D12RenderDevice` exposes separate queues via properties
**7. Abstract descriptor allocation behind an interface**
- ✅ Created `IDescriptorAllocator` interface
- ✅ Implemented `D3D12DescriptorAllocator`
**8. Move frame synchronization to application level, not RHI level**
- ✅ Created `RenderSystem` class for application-level frame management
- ❌ Marked legacy `GraphicsPipeline` as obsolete
- Frame synchronization now handled by `RenderSystem`, not buried in graphics device
## 🏗️ New Architecture
### Core RHI Interfaces
```
Ghost.Graphics\RHI\
├── IRenderDevice.cs # Device factory for creating resources
├── ICommandBuffer.cs # Command recording interface
├── ICommandQueue.cs # Command submission interface
├── ISwapChain.cs # Presentation interface
├── IRenderTarget.cs # Render target interface (color OR depth only)
├── IRenderer.cs # High-level renderer interface
├── IDescriptorAllocator.cs # Descriptor management
└── IResource.cs # Base resource interfaces
```
### D3D12 Implementations
```
Ghost.Graphics\D3D12\
├── D3D12RenderDevice.cs # Main device factory
├── D3D12CommandBuffer.cs # Command list wrapper
├── D3D12CommandQueue.cs # Command queue wrapper
├── D3D12SwapChain.cs # Swap chain management
├── D3D12RenderTarget.cs # Render target (single type: color OR depth)
├── D3D12Renderer.cs # High-level renderer implementation
├── D3D12DescriptorAllocator.cs # Descriptor heap management
├── D3D12Texture.cs # Texture implementation
└── D3D12Buffer.cs # Buffer implementation
```
### Application Level
```
Ghost.Graphics\
├── RenderSystem.cs # Frame synchronization & renderer management
└── Examples\
└── ModernRenderingExample.cs # Usage examples
```
## 🎯 Key Improvements
### **1. Clean Separation of Concerns**
- **SwapChain**: Only handles presentation
- **Renderer**: Only handles rendering logic
- **RenderDevice**: Only creates resources
- **RenderSystem**: Only manages frame synchronization
### **2. Simplified Render Target Design**
- Render targets now support **either color OR depth**, not both
- Use `RenderTargetDesc.Color()` or `RenderTargetDesc.Depth()` factory methods
- Cleaner API, less complex state management
### **3. D3D12-Native RHI Design**
- No abstraction overhead - direct mapping to D3D12 concepts
- Command buffers, resource states, pipeline state objects
- Descriptor heaps and bindless rendering support
- Access to all D3D12 features without compromise
### **4. Application-Level Frame Management**
```csharp
// OLD: Frame sync buried in GraphicsPipeline
GraphicsPipeline.SignalCPUReady();
GraphicsPipeline.WaitForGPUReady();
// NEW: Clear application-level control
renderSystem.SignalCPUReady();
renderSystem.WaitForGPUReady();
```
### **5. Multiple Renderer Support**
```csharp
var renderSystem = new RenderSystem(device);
// Add multiple renderers
renderSystem.AddRenderer(forwardRenderer); // Main scene
renderSystem.AddRenderer(shadowRenderer); // Shadow maps
renderSystem.AddRenderer(postProcessRenderer); // Post effects
renderSystem.Start(); // Manages all renderers
```
## 📖 Usage Examples
### **Modern Approach**
```csharp
// Create device and render system
var device = new D3D12RenderDevice();
var renderSystem = new RenderSystem(device);
// Create renderer with swap chain
var renderer = new D3D12Renderer(device);
var swapChain = device.CreateSwapChain(swapChainDesc);
renderer.SetSwapChain(swapChain);
// Or render to off-screen target
var colorTarget = device.CreateRenderTarget(
RenderTargetDesc.Color(1024, 1024, TextureFormat.R8G8B8A8_UNorm));
renderer.SetRenderTarget(colorTarget);
// Start rendering
renderSystem.AddRenderer(renderer);
renderSystem.Start();
```
### **Legacy Compatibility**
```csharp
// Legacy code still works (with obsolete warnings)
GraphicsPipeline.Initialize(); // ⚠️ Obsolete
GraphicsPipeline.Start(); // ⚠️ Obsolete
// But modern API is preferred
var device = GraphicsPipeline.RenderDevice; // ✅ New
var renderSystem = GraphicsPipeline.RenderSystem; // ✅ New
```
## 🎯 Benefits Achieved
1. **Cleaner Code**: High-level rendering code no longer knows about D3D12 specifics
2. **Better Testing**: All components can be mocked via interfaces
3. **Flexible Rendering**: Easy to support multiple renderers and render targets
4. **Future-Proof**: Clean abstraction allows adding Vulkan/Metal later
5. **Performance**: Zero abstraction overhead with D3D12-native design
6. **Maintainability**: Clear separation of concerns and responsibilities
The refactoring successfully transforms a monolithic, tightly-coupled graphics system into a clean, modular, and flexible RHI architecture while maintaining backward compatibility and achieving all the stated goals.

View File

@@ -0,0 +1,147 @@
using Ghost.Graphics.Data;
namespace Ghost.Graphics.RHI;
/// <summary>
/// D3D12-style command buffer interface for recording rendering commands
/// </summary>
public interface ICommandBuffer : IDisposable
{
/// <summary>
/// Begins recording commands into this command buffer
/// </summary>
void Begin();
/// <summary>
/// Ends recording commands and prepares for submission
/// </summary>
void End();
/// <summary>
/// Begins a render pass with the specified render target
/// </summary>
/// <param name="renderTarget">Render target to render into</param>
/// <param name="clearColor">Color to clear the render target with</param>
void BeginRenderPass(IRenderTarget renderTarget, Color128 clearColor);
/// <summary>
/// Ends the current render pass
/// </summary>
void EndRenderPass();
/// <summary>
/// Sets the viewport for rendering
/// </summary>
/// <param name="viewport">Viewport to set</param>
void SetViewport(ViewportDesc viewport);
/// <summary>
/// Sets the scissor rectangle
/// </summary>
/// <param name="rect">Scissor rectangle to set</param>
void SetScissorRect(RectDesc rect);
/// <summary>
/// Inserts a resource barrier for state transitions
/// </summary>
/// <param name="resource">Resource to transition</param>
/// <param name="before">Current resource state</param>
/// <param name="after">Target resource state</param>
void ResourceBarrier(IResource resource, ResourceState before, ResourceState after);
/// <summary>
/// Sets the graphics root signature
/// </summary>
/// <param name="rootSignature">Root signature to set</param>
void SetGraphicsRootSignature(IRootSignature rootSignature);
/// <summary>
/// Sets the pipeline state object
/// </summary>
/// <param name="pipelineState">Pipeline state to set</param>
void SetPipelineState(IPipelineState pipelineState);
/// <summary>
/// Sets descriptor heaps for bindless rendering
/// </summary>
/// <param name="heaps">Descriptor heaps to set</param>
void SetDescriptorHeaps(IDescriptorHeap[] heaps);
/// <summary>
/// Draws indexed geometry
/// </summary>
/// <param name="indexCount">Number of indices to draw</param>
/// <param name="instanceCount">Number of instances to draw</param>
/// <param name="startIndex">Starting index location</param>
/// <param name="baseVertex">Base vertex location</param>
/// <param name="startInstance">Starting instance location</param>
void DrawIndexedInstanced(uint indexCount, uint instanceCount = 1, uint startIndex = 0, int baseVertex = 0, uint startInstance = 0);
/// <summary>
/// Dispatches compute threads
/// </summary>
/// <param name="threadGroupCountX">Thread groups in X dimension</param>
/// <param name="threadGroupCountY">Thread groups in Y dimension</param>
/// <param name="threadGroupCountZ">Thread groups in Z dimension</param>
void Dispatch(uint threadGroupCountX, uint threadGroupCountY = 1, uint threadGroupCountZ = 1);
}
/// <summary>
/// Viewport description
/// </summary>
public struct ViewportDesc
{
public float X;
public float Y;
public float Width;
public float Height;
public float MinDepth;
public float MaxDepth;
public ViewportDesc(float width, float height)
{
X = 0;
Y = 0;
Width = width;
Height = height;
MinDepth = 0.0f;
MaxDepth = 1.0f;
}
}
/// <summary>
/// Rectangle description
/// </summary>
public struct RectDesc
{
public int Left;
public int Top;
public int Right;
public int Bottom;
public RectDesc(int left, int top, int right, int bottom)
{
Left = left;
Top = top;
Right = right;
Bottom = bottom;
}
}
/// <summary>
/// D3D12-style resource states
/// </summary>
public enum ResourceState
{
Common = 0,
VertexAndConstantBuffer = 0x1,
IndexBuffer = 0x2,
RenderTarget = 0x4,
UnorderedAccess = 0x8,
DepthWrite = 0x10,
DepthRead = 0x20,
PixelShaderResource = 0x80,
CopyDest = 0x400,
CopySource = 0x800,
Present = 0
}

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namespace Ghost.Graphics.RHI;
/// <summary>
/// D3D12-style command queue interface
/// </summary>
public interface ICommandQueue : IDisposable
{
/// <summary>
/// Type of commands this queue can execute
/// </summary>
CommandQueueType Type { get; }
/// <summary>
/// Submits a single command buffer for execution
/// </summary>
/// <param name="commandBuffer">Command buffer to submit</param>
void Submit(ICommandBuffer commandBuffer);
/// <summary>
/// Submits multiple command buffers for execution
/// </summary>
/// <param name="commandBuffers">Command buffers to submit</param>
void Submit(ICommandBuffer[] commandBuffers);
/// <summary>
/// Signals a fence with the specified value
/// </summary>
/// <param name="value">Value to signal</param>
/// <returns>The fence value that was signaled</returns>
ulong Signal(ulong value);
/// <summary>
/// Waits for the fence to reach the specified value
/// </summary>
/// <param name="value">Value to wait for</param>
void WaitForValue(ulong value);
/// <summary>
/// Gets the last completed fence value
/// </summary>
/// <returns>Last completed fence value</returns>
ulong GetCompletedValue();
}
/// <summary>
/// Command queue types matching D3D12
/// </summary>
public enum CommandQueueType
{
Graphics,
Compute,
Copy
}

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namespace Ghost.Graphics.RHI;
/// <summary>
/// D3D12-style descriptor allocator interface
/// </summary>
public interface IDescriptorAllocator : IDisposable
{
/// <summary>
/// Allocates a render target view descriptor
/// </summary>
/// <returns>RTV descriptor handle</returns>
DescriptorHandle AllocateRTV();
/// <summary>
/// Allocates multiple render target view descriptors
/// </summary>
/// <param name="count">Number of descriptors to allocate</param>
/// <returns>Array of RTV descriptor handles</returns>
DescriptorHandle[] AllocateRTVs(uint count);
/// <summary>
/// Allocates a depth stencil view descriptor
/// </summary>
/// <returns>DSV descriptor handle</returns>
DescriptorHandle AllocateDSV();
/// <summary>
/// Allocates a shader resource view descriptor
/// </summary>
/// <returns>SRV descriptor handle</returns>
DescriptorHandle AllocateSRV();
/// <summary>
/// Allocates a sampler descriptor
/// </summary>
/// <returns>Sampler descriptor handle</returns>
DescriptorHandle AllocateSampler();
/// <summary>
/// Allocates a bindless descriptor for SM 6.6 rendering
/// </summary>
/// <returns>Bindless descriptor handle</returns>
DescriptorHandle AllocateBindless();
/// <summary>
/// Releases a render target view descriptor
/// </summary>
/// <param name="handle">RTV descriptor to release</param>
void ReleaseRTV(DescriptorHandle handle);
/// <summary>
/// Releases a depth stencil view descriptor
/// </summary>
/// <param name="handle">DSV descriptor to release</param>
void ReleaseDSV(DescriptorHandle handle);
/// <summary>
/// Releases a shader resource view descriptor
/// </summary>
/// <param name="handle">SRV descriptor to release</param>
void ReleaseSRV(DescriptorHandle handle);
/// <summary>
/// Releases a sampler descriptor
/// </summary>
/// <param name="handle">Sampler descriptor to release</param>
void ReleaseSampler(DescriptorHandle handle);
/// <summary>
/// Releases a bindless descriptor
/// </summary>
/// <param name="handle">Bindless descriptor to release</param>
void ReleaseBindless(DescriptorHandle handle);
}
/// <summary>
/// D3D12-style descriptor heap interface
/// </summary>
public interface IDescriptorHeap : IDisposable
{
/// <summary>
/// Type of descriptors this heap contains
/// </summary>
DescriptorHeapType Type { get; }
/// <summary>
/// Maximum number of descriptors in this heap
/// </summary>
uint MaxDescriptors { get; }
/// <summary>
/// Whether this heap is shader visible
/// </summary>
bool IsShaderVisible { get; }
/// <summary>
/// Gets a CPU descriptor handle at the specified index
/// </summary>
/// <param name="index">Index of the descriptor</param>
/// <returns>CPU descriptor handle</returns>
DescriptorHandle GetCPUHandle(uint index);
/// <summary>
/// Gets a GPU descriptor handle at the specified index
/// </summary>
/// <param name="index">Index of the descriptor</param>
/// <returns>GPU descriptor handle</returns>
DescriptorHandle GetGPUHandle(uint index);
}
/// <summary>
/// Descriptor handle for D3D12-style descriptor management
/// </summary>
public struct DescriptorHandle : IEquatable<DescriptorHandle>
{
public uint Index;
public bool IsValid;
public DescriptorHandle(uint index)
{
Index = index;
IsValid = true;
}
public static DescriptorHandle Invalid => new() { Index = uint.MaxValue, IsValid = false };
public bool Equals(DescriptorHandle other) => Index == other.Index && IsValid == other.IsValid;
public override bool Equals(object? obj) => obj is DescriptorHandle other && Equals(other);
public override int GetHashCode() => HashCode.Combine(Index, IsValid);
public static bool operator ==(DescriptorHandle left, DescriptorHandle right) => left.Equals(right);
public static bool operator !=(DescriptorHandle left, DescriptorHandle right) => !left.Equals(right);
}
/// <summary>
/// D3D12 descriptor heap types
/// </summary>
public enum DescriptorHeapType
{
CBV_SRV_UAV,
Sampler,
RTV,
DSV
}

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namespace Ghost.Graphics.RHI;
/// <summary>
/// D3D12-native render device interface for creating graphics resources
/// </summary>
public interface IRenderDevice : IDisposable
{
/// <summary>
/// Graphics command queue for rendering operations
/// </summary>
ICommandQueue GraphicsQueue { get; }
/// <summary>
/// Compute command queue for compute shader operations
/// </summary>
ICommandQueue ComputeQueue { get; }
/// <summary>
/// Copy command queue for data transfer operations
/// </summary>
ICommandQueue CopyQueue { get; }
/// <summary>
/// Creates a command buffer for recording rendering commands
/// </summary>
/// <param name="type">Type of command buffer to create</param>
/// <returns>A new command buffer instance</returns>
ICommandBuffer CreateCommandBuffer(CommandBufferType type = CommandBufferType.Graphics);
/// <summary>
/// Creates a swap chain for presentation
/// </summary>
/// <param name="desc">Swap chain description</param>
/// <returns>A new swap chain instance</returns>
ISwapChain CreateSwapChain(SwapChainDesc desc);
/// <summary>
/// Creates a render target for off-screen rendering
/// </summary>
/// <param name="desc">Render target description</param>
/// <returns>A new render target instance</returns>
IRenderTarget CreateRenderTarget(RenderTargetDesc desc);
/// <summary>
/// Creates a texture resource
/// </summary>
/// <param name="desc">Texture description</param>
/// <returns>A new texture instance</returns>
ITexture CreateTexture(TextureDesc desc);
/// <summary>
/// Creates a buffer resource
/// </summary>
/// <param name="desc">Buffer description</param>
/// <returns>A new buffer instance</returns>
IBuffer CreateBuffer(BufferDesc desc);
/// <summary>
/// Gets the descriptor allocator for managing descriptors
/// </summary>
IDescriptorAllocator DescriptorAllocator { get; }
}
/// <summary>
/// Command buffer types matching D3D12 command list types
/// </summary>
public enum CommandBufferType
{
Graphics,
Compute,
Copy
}

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namespace Ghost.Graphics.RHI;
/// <summary>
/// Pipeline state object interface
/// </summary>
public interface IPipelineState : IDisposable
{
/// <summary>
/// Pipeline type (graphics or compute)
/// </summary>
PipelineType Type
{
get;
}
/// <summary>
/// Pipeline name for debugging
/// </summary>
string Name
{
get; set;
}
}
/// <summary>
/// Root signature interface
/// </summary>
public interface IRootSignature : IDisposable
{
/// <summary>
/// Root signature name for debugging
/// </summary>
string Name
{
get; set;
}
}
/// <summary>
/// Pipeline types
/// </summary>
public enum PipelineType
{
Graphics,
Compute
}
/// <summary>
/// Render target description
/// Supports either color OR depth rendering, not both
/// </summary>
public struct RenderTargetDesc
{
/// <summary>
/// Width of the render target
/// </summary>
public uint Width;
/// <summary>
/// Height of the render target
/// </summary>
public uint Height;
/// <summary>
/// Type of render target (color or depth)
/// </summary>
public RenderTargetType Type;
/// <summary>
/// Target texture format
/// </summary>
public TextureFormat Format;
/// <summary>
/// Number of samples for MSAA
/// </summary>
public uint SampleCount;
/// <summary>
/// Creates a color render target
/// </summary>
public static RenderTargetDesc Color(uint width, uint height, TextureFormat format, uint sampleCount = 1)
{
return new RenderTargetDesc
{
Width = width,
Height = height,
Type = RenderTargetType.Color,
Format = format,
SampleCount = sampleCount
};
}
/// <summary>
/// Creates a depth render target
/// </summary>
public static RenderTargetDesc Depth(uint width, uint height, TextureFormat format = TextureFormat.D24_UNorm_S8_UInt, uint sampleCount = 1)
{
return new RenderTargetDesc
{
Width = width,
Height = height,
Type = RenderTargetType.Depth,
Format = format,
SampleCount = sampleCount
};
}
}
/// <summary>
/// Texture description
/// </summary>
public struct TextureDesc
{
/// <summary>
/// Width of the texture
/// </summary>
public uint Width;
/// <summary>
/// Height of the texture
/// </summary>
public uint Height;
/// <summary>
/// Texture format
/// </summary>
public TextureFormat Format;
/// <summary>
/// Number of mip levels
/// </summary>
public uint MipLevels;
/// <summary>
/// Texture usage flags
/// </summary>
public TextureUsage Usage;
public TextureDesc(uint width, uint height, TextureFormat format, uint mipLevels = 1, TextureUsage usage = TextureUsage.ShaderResource)
{
Width = width;
Height = height;
Format = format;
MipLevels = mipLevels;
Usage = usage;
}
}
/// <summary>
/// Buffer description
/// </summary>
public struct BufferDesc
{
/// <summary>
/// Size of the buffer in bytes
/// </summary>
public ulong Size;
/// <summary>
/// Buffer usage flags
/// </summary>
public BufferUsage Usage;
/// <summary>
/// Memory type for the buffer
/// </summary>
public MemoryType MemoryType;
public BufferDesc(ulong size, BufferUsage usage, MemoryType memoryType = MemoryType.Default)
{
Size = size;
Usage = usage;
MemoryType = memoryType;
}
}
/// <summary>
/// Texture usage flags
/// </summary>
[Flags]
public enum TextureUsage
{
None = 0,
ShaderResource = 1 << 0,
RenderTarget = 1 << 1,
DepthStencil = 1 << 2,
UnorderedAccess = 1 << 3
}
/// <summary>
/// Memory types for resources
/// </summary>
public enum MemoryType
{
Default, // GPU memory
Upload, // CPU-to-GPU memory
Readback // GPU-to-CPU memory
}

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using Ghost.Graphics.RHI;
namespace Ghost.Graphics.RHI;
/// <summary>
/// High-level renderer interface that uses RHI abstractions
/// </summary>
public interface IRenderer : IDisposable
{
/// <summary>
/// Sets the render target for this renderer
/// </summary>
/// <param name="renderTarget">Render target to render into</param>
void SetRenderTarget(IRenderTarget? renderTarget);
/// <summary>
/// Sets the swap chain for this renderer
/// </summary>
/// <param name="swapChain">Swap chain for presentation</param>
void SetSwapChain(ISwapChain? swapChain);
/// <summary>
/// Executes any pending resize operations
/// </summary>
void ExecutePendingResize();
/// <summary>
/// Renders a frame
/// </summary>
void Render();
/// <summary>
/// Requests a resize operation
/// </summary>
/// <param name="width">New width</param>
/// <param name="height">New height</param>
void RequestResize(uint width, uint height);
/// <summary>
/// Waits for the GPU to complete all work
/// </summary>
void WaitIdle();
}

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namespace Ghost.Graphics.RHI;
/// <summary>
/// Base interface for all graphics resources
/// </summary>
public interface IResource : IDisposable
{
/// <summary>
/// Current resource state
/// </summary>
ResourceState CurrentState { get; }
/// <summary>
/// Resource name for debugging
/// </summary>
string Name { get; set; }
/// <summary>
/// Size of the resource in bytes
/// </summary>
ulong Size { get; }
}
/// <summary>
/// Texture resource interface
/// </summary>
public interface ITexture : IResource
{
/// <summary>
/// Width of the texture in pixels
/// </summary>
uint Width { get; }
/// <summary>
/// Height of the texture in pixels
/// </summary>
uint Height { get; }
/// <summary>
/// Texture format
/// </summary>
TextureFormat Format { get; }
/// <summary>
/// Number of mip levels
/// </summary>
uint MipLevels { get; }
}
/// <summary>
/// Buffer resource interface
/// </summary>
public interface IBuffer : IResource
{
/// <summary>
/// Buffer usage type
/// </summary>
BufferUsage Usage { get; }
/// <summary>
/// Maps the buffer for CPU access
/// </summary>
/// <returns>Pointer to mapped memory</returns>
unsafe void* Map();
/// <summary>
/// Unmaps the buffer from CPU access
/// </summary>
void Unmap();
}
/// <summary>
/// Render target interface for rendering operations
/// Supports either color OR depth rendering, not both
/// </summary>
public interface IRenderTarget : IDisposable
{
/// <summary>
/// Width of the render target
/// </summary>
uint Width { get; }
/// <summary>
/// Height of the render target
/// </summary>
uint Height { get; }
/// <summary>
/// Type of render target (color or depth)
/// </summary>
RenderTargetType Type { get; }
/// <summary>
/// Gets the target texture (either color or depth based on Type)
/// </summary>
ITexture Target { get; }
}
/// <summary>
/// Type of render target
/// </summary>
public enum RenderTargetType
{
Color,
Depth
}
/// <summary>
/// Texture format enumeration
/// </summary>
public enum TextureFormat
{
Unknown,
R8G8B8A8_UNorm,
B8G8R8A8_UNorm,
R16G16B16A16_Float,
R32G32B32A32_Float,
D24_UNorm_S8_UInt,
D32_Float
}
/// <summary>
/// Buffer usage flags
/// </summary>
[Flags]
public enum BufferUsage
{
None = 0,
Vertex = 1 << 0,
Index = 1 << 1,
Constant = 1 << 2,
Structured = 1 << 3,
Raw = 1 << 4,
Upload = 1 << 5,
Readback = 1 << 6
}

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using Ghost.Graphics.Contracts;
namespace Ghost.Graphics.RHI;
/// <summary>
/// Swap chain interface for presentation
/// </summary>
public interface ISwapChain : IDisposable
{
/// <summary>
/// Width of the swap chain back buffers
/// </summary>
uint Width { get; }
/// <summary>
/// Height of the swap chain back buffers
/// </summary>
uint Height { get; }
/// <summary>
/// Number of back buffers
/// </summary>
uint BufferCount { get; }
/// <summary>
/// Gets the current back buffer texture
/// </summary>
/// <returns>Current back buffer texture</returns>
ITexture GetCurrentBackBuffer();
/// <summary>
/// Presents the rendered frame
/// </summary>
/// <param name="vsync">Enable vertical synchronization</param>
void Present(bool vsync = true);
/// <summary>
/// Resizes the swap chain back buffers
/// </summary>
/// <param name="width">New width</param>
/// <param name="height">New height</param>
void Resize(uint width, uint height);
}
/// <summary>
/// Swap chain description
/// </summary>
public struct SwapChainDesc
{
/// <summary>
/// Width of the swap chain
/// </summary>
public uint Width;
/// <summary>
/// Height of the swap chain
/// </summary>
public uint Height;
/// <summary>
/// Back buffer format
/// </summary>
public TextureFormat Format;
/// <summary>
/// Number of back buffers
/// </summary>
public uint BufferCount;
/// <summary>
/// Target for presentation (window handle or composition target)
/// </summary>
public SwapChainTarget Target;
public SwapChainDesc(uint width, uint height, SwapChainTarget target, TextureFormat format = TextureFormat.B8G8R8A8_UNorm, uint bufferCount = 2)
{
Width = width;
Height = height;
Format = format;
BufferCount = bufferCount;
Target = target;
}
}
/// <summary>
/// Swap chain target (window handle or composition surface)
/// </summary>
public struct SwapChainTarget
{
/// <summary>
/// Target type
/// </summary>
public SwapChainTargetType Type;
/// <summary>
/// Window handle for HWND targets
/// </summary>
public nint WindowHandle;
/// <summary>
/// Composition surface for UWP/WinUI targets
/// </summary>
public object? CompositionSurface;
public static SwapChainTarget FromWindowHandle(nint hwnd)
{
return new SwapChainTarget
{
Type = SwapChainTargetType.WindowHandle,
WindowHandle = hwnd,
CompositionSurface = null
};
}
public static SwapChainTarget FromCompositionSurface(object surface)
{
return new SwapChainTarget
{
Type = SwapChainTargetType.Composition,
WindowHandle = nint.Zero,
CompositionSurface = surface
};
}
}
/// <summary>
/// Swap chain target types
/// </summary>
public enum SwapChainTargetType
{
WindowHandle,
Composition
}

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using System.Collections.Immutable;
using Ghost.Graphics.RHI;
namespace Ghost.Graphics;
/// <summary>
/// Application-level render system that orchestrates multiple renderers
/// and handles frame synchronization
/// </summary>
public class RenderSystem : IDisposable
{
private readonly struct FrameResource : IDisposable
{
public readonly AutoResetEvent CpuReadyEvent;
public readonly AutoResetEvent GpuReadyEvent;
public FrameResource()
{
CpuReadyEvent = new(false);
GpuReadyEvent = new(true);
}
public void Dispose()
{
CpuReadyEvent?.Dispose();
GpuReadyEvent?.Dispose();
}
}
private const uint FRAME_COUNT = 2;
private readonly IRenderDevice _device;
private readonly FrameResource[] _frameResources;
private readonly Thread _renderThread;
private readonly AutoResetEvent _shutdownEvent;
private ImmutableArray<IRenderer> _renderers;
private uint _frameIndex;
private uint _cpuFenceValue;
private uint _gpuFenceValue;
private bool _isRunning;
private bool _disposed;
public uint CPUFenceValue => _cpuFenceValue;
public uint GPUFenceValue => _gpuFenceValue;
public bool IsRunning => _isRunning;
public RenderSystem(IRenderDevice device)
{
_device = device;
_renderers = new();
_shutdownEvent = new(false);
// Create frame resources for synchronization
_frameResources = new FrameResource[FRAME_COUNT];
for (var i = 0; i < FRAME_COUNT; i++)
{
_frameResources[i] = new();
}
_renderThread = new(RenderLoop)
{
IsBackground = true,
Name = "Graphics Render Thread",
Priority = ThreadPriority.Normal
};
}
~RenderSystem()
{
Dispose();
}
public void AddRenderer(IRenderer renderer)
{
ImmutableInterlocked.Update(ref _renderers, renderers => renderers.Add(renderer));
}
public void RemoveRenderer(IRenderer renderer)
{
ImmutableInterlocked.Update(ref _renderers, renderers => renderers.Remove(renderer));
}
public void Start()
{
if (_isRunning)
return;
_isRunning = true;
_renderThread.Start();
}
public void Stop()
{
if (!_isRunning)
return;
_isRunning = false;
_shutdownEvent.Set();
if (_renderThread.IsAlive)
{
_renderThread.Join();
}
}
public bool WaitForGPUReady(int timeOut = -1)
{
var eventIndex = (int)(_cpuFenceValue % FRAME_COUNT);
return _frameResources[eventIndex].GpuReadyEvent.WaitOne(timeOut);
}
public void SignalCPUReady()
{
var eventIndex = (int)(_cpuFenceValue % FRAME_COUNT);
_frameResources[eventIndex].CpuReadyEvent.Set();
_cpuFenceValue++;
}
private void RenderLoop()
{
var waitHandles = new WaitHandle[] { null!, _shutdownEvent };
while (_isRunning)
{
_frameIndex = _gpuFenceValue % FRAME_COUNT;
var frameResource = _frameResources[_frameIndex];
// Wait for either CPU ready signal or shutdown signal
waitHandles[0] = frameResource.CpuReadyEvent;
var waitResult = WaitHandle.WaitAny(waitHandles);
// If shutdown was signaled or timeout occurred, exit the loop
if (!_isRunning || waitResult == 1 || waitResult == WaitHandle.WaitTimeout)
{
break;
}
// Only proceed if CPU ready event was signaled
if (waitResult == 0)
{
foreach (var renderer in _renderers)
{
renderer.ExecutePendingResize();
renderer.Render();
}
_gpuFenceValue++;
frameResource.GpuReadyEvent.Set();
}
}
}
public void Dispose()
{
if (_disposed)
return;
Stop();
foreach (var frameResource in _frameResources)
{
frameResource.Dispose();
}
_shutdownEvent.Dispose();
_disposed = true;
GC.SuppressFinalize(this);
}
}

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<?xml version="1.0" encoding="utf-8" ?>
<UserControl
x:Class="Ghost.UnitTest.Controls.DebugConsole"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:local="using:Ghost.UnitTest.Controls"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
mc:Ignorable="d">
<UserControl.Resources>
<local:LogLevelToColorConverter x:Key="LogLevelToColorConverter" />
<local:LogLevelToSymbolConverter x:Key="LogLevelToSymbolConverter" />
<DataTemplate x:Key="LogItemTemplate">
<Border Padding="8,4" Background="Transparent">
<Grid>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="Auto" />
<ColumnDefinition Width="Auto" />
<ColumnDefinition Width="*" />
</Grid.ColumnDefinitions>
<TextBlock
Grid.Column="0"
Margin="0,0,8,0"
VerticalAlignment="Center"
FontFamily="Segoe UI Symbol"
Foreground="{Binding Level, Converter={StaticResource LogLevelToColorConverter}}"
Text="{Binding Level, Converter={StaticResource LogLevelToSymbolConverter}}" />
<TextBlock
Grid.Column="1"
Margin="0,0,8,0"
VerticalAlignment="Center"
FontFamily="Consolas"
Foreground="Gray"
Text="{Binding Timestamp}" />
<TextBlock
Grid.Column="2"
VerticalAlignment="Center"
Text="{Binding Message}"
TextWrapping="Wrap" />
</Grid>
</Border>
</DataTemplate>
</UserControl.Resources>
<Grid>
<Grid.RowDefinitions>
<RowDefinition Height="Auto" />
<RowDefinition Height="*" />
</Grid.RowDefinitions>
<!-- Toolbar -->
<Border
Grid.Row="0"
Background="{ThemeResource SystemControlBackgroundAltMediumBrush}"
BorderBrush="{ThemeResource SystemControlForegroundBaseLowBrush}"
BorderThickness="0,0,0,1">
<StackPanel Margin="8,4" Orientation="Horizontal">
<Button
x:Name="ClearButton"
Margin="0,0,8,0"
Click="ClearButton_Click"
Content="Clear" />
<CheckBox
x:Name="AutoScrollCheckBox"
Margin="0,0,8,0"
Content="Auto Scroll"
IsChecked="True" />
<CheckBox
x:Name="ShowStackTraceCheckBox"
Margin="0,0,8,0"
Checked="ShowStackTraceCheckBox_Checked"
Content="Stack Trace"
Unchecked="ShowStackTraceCheckBox_Unchecked" />
<!-- Log level filters -->
<TextBlock
Margin="16,0,8,0"
VerticalAlignment="Center"
Text="Show:" />
<CheckBox
x:Name="ShowInfoCheckBox"
Margin="0,0,4,0"
Content="Info"
IsChecked="True" />
<CheckBox
x:Name="ShowWarningCheckBox"
Margin="0,0,4,0"
Content="Warning"
IsChecked="True" />
<CheckBox
x:Name="ShowErrorCheckBox"
Margin="0,0,4,0"
Content="Error"
IsChecked="True" />
<CheckBox
x:Name="ShowDebugCheckBox"
Margin="0,0,4,0"
Content="Debug"
IsChecked="True" />
</StackPanel>
</Border>
<!-- Log display -->
<ScrollViewer
x:Name="LogScrollViewer"
Grid.Row="1"
HorizontalScrollBarVisibility="Auto"
HorizontalScrollMode="Auto"
VerticalScrollBarVisibility="Auto"
VerticalScrollMode="Auto"
ZoomMode="Disabled">
<ItemsRepeater x:Name="LogItemsRepeater" ItemTemplate="{StaticResource LogItemTemplate}" />
</ScrollViewer>
</Grid>
</UserControl>

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@@ -0,0 +1,165 @@
using Ghost.UnitTest.Models;
using Ghost.UnitTest.Services;
using Microsoft.UI;
using Microsoft.UI.Xaml;
using Microsoft.UI.Xaml.Controls;
using Microsoft.UI.Xaml.Data;
using Microsoft.UI.Xaml.Media;
using System.Collections.ObjectModel;
namespace Ghost.UnitTest.Controls;
public sealed partial class DebugConsole : UserControl
{
private readonly ObservableCollection<LogItem> _filteredLogs = [];
private readonly LoggingService _loggingService;
public DebugConsole()
{
InitializeComponent();
_loggingService = LoggingService.Instance;
LogItemsRepeater.ItemsSource = _filteredLogs;
// Subscribe to logging events
_loggingService.LogAdded += OnLogAdded;
_loggingService.LogsCleared += OnLogsCleared;
// Subscribe to filter changes
ShowInfoCheckBox.Checked += OnFilterChanged;
ShowInfoCheckBox.Unchecked += OnFilterChanged;
ShowWarningCheckBox.Checked += OnFilterChanged;
ShowWarningCheckBox.Unchecked += OnFilterChanged;
ShowErrorCheckBox.Checked += OnFilterChanged;
ShowErrorCheckBox.Unchecked += OnFilterChanged;
ShowDebugCheckBox.Checked += OnFilterChanged;
ShowDebugCheckBox.Unchecked += OnFilterChanged;
// Load existing logs
RefreshLogs();
}
private void OnLogAdded(LogItem logItem)
{
DispatcherQueue.TryEnqueue(() =>
{
if (ShouldShowLogItem(logItem))
{
_filteredLogs.Add(logItem);
if (AutoScrollCheckBox.IsChecked == true)
{
LogScrollViewer.ScrollToVerticalOffset(LogScrollViewer.ScrollableHeight);
}
}
});
}
private void OnLogsCleared()
{
DispatcherQueue.TryEnqueue(() =>
{
_filteredLogs.Clear();
});
}
private void OnFilterChanged(object sender, RoutedEventArgs e)
{
RefreshLogs();
}
private bool ShouldShowLogItem(LogItem logItem)
{
return logItem.Level switch
{
LogLevel.Info => ShowInfoCheckBox.IsChecked == true,
LogLevel.Warning => ShowWarningCheckBox.IsChecked == true,
LogLevel.Error => ShowErrorCheckBox.IsChecked == true,
LogLevel.Debug => ShowDebugCheckBox.IsChecked == true,
_ => true
};
}
private void RefreshLogs()
{
_filteredLogs.Clear();
foreach (var log in _loggingService.Logs)
{
if (ShouldShowLogItem(log))
{
_filteredLogs.Add(log);
}
}
if (AutoScrollCheckBox.IsChecked == true)
{
LogScrollViewer.ScrollToVerticalOffset(LogScrollViewer.ScrollableHeight);
}
}
private void ClearButton_Click(object sender, RoutedEventArgs e)
{
_loggingService.Clear();
}
private void ShowStackTraceCheckBox_Checked(object sender, RoutedEventArgs e)
{
_loggingService.CaptureStackTrace = true;
}
private void ShowStackTraceCheckBox_Unchecked(object sender, RoutedEventArgs e)
{
_loggingService.CaptureStackTrace = false;
}
}
// Converter for log level to color
public class LogLevelToColorConverter : IValueConverter
{
public object Convert(object value, Type targetType, object parameter, string language)
{
if (value is LogLevel level)
{
return level switch
{
LogLevel.Info => new SolidColorBrush(Colors.DodgerBlue),
LogLevel.Warning => new SolidColorBrush(Colors.Orange),
LogLevel.Error => new SolidColorBrush(Colors.Red),
LogLevel.Debug => new SolidColorBrush(Colors.Gray),
_ => new SolidColorBrush(Colors.Black)
};
}
return new SolidColorBrush(Colors.Black);
}
public object ConvertBack(object value, Type targetType, object parameter, string language)
{
throw new NotImplementedException();
}
}
// Converter for log level to symbol
public class LogLevelToSymbolConverter : IValueConverter
{
public object Convert(object value, Type targetType, object parameter, string language)
{
if (value is LogLevel level)
{
return level switch
{
LogLevel.Info => "",
LogLevel.Warning => "⚠",
LogLevel.Error => "✖",
LogLevel.Debug => "🐛",
_ => "•"
};
}
return "•";
}
public object ConvertBack(object value, Type targetType, object parameter, string language)
{
throw new NotImplementedException();
}
}

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@@ -12,6 +12,10 @@
<EnableMsixTooling>true</EnableMsixTooling> <EnableMsixTooling>true</EnableMsixTooling>
<Nullable>enable</Nullable> <Nullable>enable</Nullable>
</PropertyGroup> </PropertyGroup>
<ItemGroup>
<None Remove="Controls\DebugConsole.xaml" />
<None Remove="Windows\DebugOutputWindow.xaml" />
</ItemGroup>
<ItemGroup> <ItemGroup>
<Page Remove="UnitTestApp.xaml" /> <Page Remove="UnitTestApp.xaml" />
@@ -59,6 +63,18 @@
<HintPath>..\..\Class\Misaki.HighPerformance\Misaki.HighPerformance.LowLevel\bin\Release\net9.0\Misaki.HighPerformance.LowLevel.dll</HintPath> <HintPath>..\..\Class\Misaki.HighPerformance\Misaki.HighPerformance.LowLevel\bin\Release\net9.0\Misaki.HighPerformance.LowLevel.dll</HintPath>
</Reference> </Reference>
</ItemGroup> </ItemGroup>
<ItemGroup>
<Page Update="Windows\DebugOutputWindow.xaml">
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<ItemGroup>
<Page Update="Controls\DebugConsole.xaml">
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<!-- <!--
Defining the "HasPackageAndPublishMenuAddedByProject" property here allows the Solution Defining the "HasPackageAndPublishMenuAddedByProject" property here allows the Solution
@@ -76,5 +92,6 @@
<PublishTrimmed>False</PublishTrimmed> <PublishTrimmed>False</PublishTrimmed>
<SupportedOSPlatformVersion>10.0.20348.0</SupportedOSPlatformVersion> <SupportedOSPlatformVersion>10.0.20348.0</SupportedOSPlatformVersion>
<ImplicitUsings>enable</ImplicitUsings> <ImplicitUsings>enable</ImplicitUsings>
<AllowUnsafeBlocks>True</AllowUnsafeBlocks>
</PropertyGroup> </PropertyGroup>
</Project> </Project>

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@@ -0,0 +1,42 @@
using System;
namespace Ghost.UnitTest.Models;
public enum LogLevel
{
Info,
Warning,
Error,
Debug
}
internal struct LogItem
{
public LogLevel Level { get; init; }
public string Message { get; init; }
public DateTime Timestamp { get; init; }
public string? StackTrace { get; init; }
public LogItem(LogLevel level, string message, string? stackTrace = null)
{
Level = level;
Message = message;
StackTrace = stackTrace;
Timestamp = DateTime.Now;
}
public override readonly string ToString()
{
return $"{Timestamp:HH:mm:ss.fff} [{Level}] {Message}";
}
public readonly string ToStringWithStackTrace()
{
if (string.IsNullOrEmpty(StackTrace))
{
return ToString();
}
return $"{ToString()}\n{StackTrace}";
}
}

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@@ -2,7 +2,7 @@
"profiles": { "profiles": {
"Ghost.UnitTest (Package)": { "Ghost.UnitTest (Package)": {
"commandName": "MsixPackage", "commandName": "MsixPackage",
"nativeDebugging": true "nativeDebugging": false
}, },
"Ghost.UnitTest (Unpackaged)": { "Ghost.UnitTest (Unpackaged)": {
"commandName": "Project" "commandName": "Project"

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@@ -0,0 +1,111 @@
using Ghost.UnitTest.Models;
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Diagnostics;
using System.Threading;
namespace Ghost.UnitTest.Services;
internal class LoggingService
{
private const int MAX_LOGS = 4096;
private static readonly Lazy<LoggingService> _instance = new(() => new LoggingService());
private readonly List<LogItem> _logs = [];
private readonly object _lockObject = new();
public static LoggingService Instance => _instance.Value;
public IReadOnlyList<LogItem> Logs
{
get
{
lock (_lockObject)
{
return _logs.AsReadOnly();
}
}
}
public bool CaptureStackTrace { get; set; } = false;
public event Action<LogItem>? LogAdded;
public event Action? LogsCleared;
private LoggingService() { }
private void AddLog(LogItem logItem)
{
lock (_lockObject)
{
if (_logs.Count >= MAX_LOGS)
{
_logs.RemoveAt(0);
}
_logs.Add(logItem);
}
// Invoke event outside of lock to prevent deadlock
LogAdded?.Invoke(logItem);
}
private string? CaptureCurrentStackTrace()
{
if (!CaptureStackTrace) return null;
var stackTrace = new StackTrace(skipFrames: 2, fNeedFileInfo: true);
return stackTrace.ToString();
}
public void Log(LogLevel level, object? message)
{
var stackTrace = CaptureCurrentStackTrace();
var logItem = new LogItem(level, message?.ToString() ?? string.Empty, stackTrace);
AddLog(logItem);
}
public void LogInfo(object? message)
{
Log(LogLevel.Info, message);
}
public void LogWarning(object? message)
{
Log(LogLevel.Warning, message);
}
public void LogError(object? message)
{
Log(LogLevel.Error, message);
}
public void LogError(Exception exception)
{
var logItem = new LogItem(LogLevel.Error, exception.Message, exception.StackTrace);
AddLog(logItem);
}
public void LogDebug(object? message)
{
Log(LogLevel.Debug, message);
}
public void Clear()
{
lock (_lockObject)
{
_logs.Clear();
}
LogsCleared?.Invoke();
}
// Static methods for easier usage throughout the test project
public static void Info(object? message) => Instance.LogInfo(message);
public static void Warning(object? message) => Instance.LogWarning(message);
public static void Error(object? message) => Instance.LogError(message);
public static void Error(Exception exception) => Instance.LogError(exception);
public static void Debug(object? message) => Instance.LogDebug(message);
}

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@@ -1,10 +1,11 @@
using Ghost.Entities; using Ghost.Entities;
using Ghost.Entities.Components; using Ghost.Entities.Components;
using Ghost.Entities.Systems; using Ghost.Entities.Systems;
using Ghost.UnitTest.Services;
using Ghost.UnitTest.TestFramework; using Ghost.UnitTest.TestFramework;
using System.Numerics; using System.Numerics;
namespace Ghost.UnitTest; namespace Ghost.UnitTest.Test;
public partial class EntityTest : ITest public partial class EntityTest : ITest
{ {
@@ -65,7 +66,7 @@ public class TestSystem : ISystem
{ {
foreach (var (entity, transform) in state.World.Query<Transform>()) foreach (var (entity, transform) in state.World.Query<Transform>())
{ {
Console.WriteLine($"Entity {entity.ID}: Transform Position = {transform.ValueRO.position}"); LoggingService.Info($"Entity {entity.ID}: Transform Position = {transform.ValueRO.position}");
} }
} }
@@ -85,7 +86,7 @@ public class TestSystem2 : ISystem
{ {
foreach (var (entity, mesh) in state.World.Query<Mesh>()) foreach (var (entity, mesh) in state.World.Query<Mesh>())
{ {
Console.WriteLine($"Entity {entity.ID}: Mesh Index = {mesh.ValueRO.index}"); LoggingService.Info($"Entity {entity.ID}: Mesh Index = {mesh.ValueRO.index}");
} }
} }
@@ -112,17 +113,17 @@ public class UserScript : ScriptComponent
public override void Start() public override void Start()
{ {
Console.WriteLine("UserScript started for entity: " + Owner.ID); LoggingService.Info("UserScript started for entity: " + Owner.ID);
} }
public override void Update() public override void Update()
{ {
Console.WriteLine("UserScript updating for entity: " + Owner.ID); LoggingService.Info("UserScript updating for entity: " + Owner.ID);
} }
public override void OnDestroy() public override void OnDestroy()
{ {
Console.WriteLine("UserScript destroyed for entity: " + Owner.ID); LoggingService.Info("UserScript destroyed for entity: " + Owner.ID);
} }
} }
@@ -130,17 +131,17 @@ public class UIManager : ScriptComponent
{ {
public override void Start() public override void Start()
{ {
Console.WriteLine("UIManager started for entity: " + Owner.ID); LoggingService.Info("UIManager started for entity: " + Owner.ID);
} }
public override void Update() public override void Update()
{ {
Console.WriteLine("UIManager updating for entity: " + Owner.ID); LoggingService.Info("UIManager updating for entity: " + Owner.ID);
} }
public override void OnDestroy() public override void OnDestroy()
{ {
Console.WriteLine("UIManager destroyed for entity: " + Owner.ID); LoggingService.Info("UIManager destroyed for entity: " + Owner.ID);
} }
} }
@@ -148,16 +149,16 @@ public class EventManager : ScriptComponent
{ {
public override void Start() public override void Start()
{ {
Console.WriteLine("EventManager started for entity: " + Owner.ID); LoggingService.Info("EventManager started for entity: " + Owner.ID);
} }
public override void Update() public override void Update()
{ {
Console.WriteLine("EventManager updating for entity: " + Owner.ID); LoggingService.Info("EventManager updating for entity: " + Owner.ID);
} }
public override void OnDestroy() public override void OnDestroy()
{ {
Console.WriteLine("EventManager destroyed for entity: " + Owner.ID); LoggingService.Info("EventManager destroyed for entity: " + Owner.ID);
} }
} }

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@@ -1,4 +1,7 @@
using Microsoft.UI.Xaml; using Ghost.UnitTest.Test;
using Ghost.UnitTest.TestFramework;
using Ghost.UnitTest.Windows;
using Microsoft.UI.Xaml;
using Microsoft.VisualStudio.TestTools.UnitTesting.AppContainer; using Microsoft.VisualStudio.TestTools.UnitTesting.AppContainer;
// To learn more about WinUI, the WinUI project structure, // To learn more about WinUI, the WinUI project structure,
@@ -29,11 +32,12 @@ public partial class UnitTestApp : Application
{ {
Microsoft.VisualStudio.TestPlatform.TestExecutor.UnitTestClient.CreateDefaultUI(); Microsoft.VisualStudio.TestPlatform.TestExecutor.UnitTestClient.CreateDefaultUI();
_window = new UnitTestAppWindow(); _window = new DebugOutputWindow();
_window.Activate(); _window.Activate();
UITestMethodAttribute.DispatcherQueue = _window.DispatcherQueue; UITestMethodAttribute.DispatcherQueue = _window.DispatcherQueue;
Microsoft.VisualStudio.TestPlatform.TestExecutor.UnitTestClient.Run(Environment.CommandLine); Microsoft.VisualStudio.TestPlatform.TestExecutor.UnitTestClient.Run(Environment.CommandLine);
TestRunner.Run<EntityTest>();
} }
} }

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@@ -1,22 +0,0 @@
using Microsoft.UI.Xaml.Controls;
using Microsoft.VisualStudio.TestTools.UnitTesting;
using Microsoft.VisualStudio.TestTools.UnitTesting.AppContainer;
namespace Ghost.UnitTest;
[TestClass]
public partial class UnitTest1
{
[TestMethod]
public void TestMethod1()
{
Assert.AreEqual(0, 0);
}
// Use the UITestMethod attribute for tests that need to run on the UI thread.
[UITestMethod]
public void TestMethod2()
{
var grid = new Grid();
Assert.AreEqual(0, grid.MinWidth);
}
}

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@@ -1,12 +1,13 @@
<?xml version="1.0" encoding="utf-8" ?> <?xml version="1.0" encoding="utf-8" ?>
<Window <Window
x:Class="Ghost.UnitTest.UnitTestAppWindow" x:Class="Ghost.UnitTest.Windows.DebugOutputWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:controls="using:Ghost.UnitTest.Controls"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:local="using:Ghost.UnitTest" xmlns:local="using:Ghost.UnitTest.Windows"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
Title="Ghost.UnitTest" Title="DebugOutputWindow"
mc:Ignorable="d"> mc:Ignorable="d">
<Window.SystemBackdrop> <Window.SystemBackdrop>
@@ -14,9 +15,6 @@
</Window.SystemBackdrop> </Window.SystemBackdrop>
<Grid> <Grid>
<SwapChainPanel <controls:DebugConsole HorizontalAlignment="Stretch" VerticalAlignment="Stretch" />
x:Name="Panel"
HorizontalAlignment="Stretch"
VerticalAlignment="Stretch" />
</Grid> </Grid>
</Window> </Window>

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@@ -0,0 +1,11 @@
using Microsoft.UI.Xaml;
namespace Ghost.UnitTest.Windows;
internal sealed partial class DebugOutputWindow : Window
{
public DebugOutputWindow()
{
InitializeComponent();
}
}

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@@ -0,0 +1,47 @@
<?xml version="1.0" encoding="utf-8" ?>
<Window
x:Class="Ghost.UnitTest.Windows.GraphicsTestWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:controls="using:Ghost.UnitTest.Controls"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:local="using:Ghost.UnitTest.Windows"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
Title="GraphicsTestWindow"
mc:Ignorable="d">
<Window.SystemBackdrop>
<MicaBackdrop />
</Window.SystemBackdrop>
<Grid>
<Grid.RowDefinitions>
<RowDefinition Height="*" />
<RowDefinition Height="Auto" />
<RowDefinition Height="300" MinHeight="150" />
</Grid.RowDefinitions>
<!-- Main test content area -->
<SwapChainPanel
x:Name="Panel"
Grid.Row="0"
HorizontalAlignment="Stretch"
VerticalAlignment="Stretch" />
<!-- Splitter -->
<Border
Grid.Row="1"
Height="4"
HorizontalAlignment="Stretch"
Background="{ThemeResource SystemControlBackgroundBaseLowBrush}" />
<!-- Debug Console -->
<Border
Grid.Row="2"
Background="{ThemeResource SystemControlBackgroundAltHighBrush}"
BorderBrush="{ThemeResource SystemControlForegroundBaseLowBrush}"
BorderThickness="0,1,0,0">
<controls:DebugConsole x:Name="DebugConsole" />
</Border>
</Grid>
</Window>

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@@ -6,14 +6,14 @@ using Microsoft.UI.Xaml.Media;
using Misaki.HighPerformance.LowLevel.Buffer; using Misaki.HighPerformance.LowLevel.Buffer;
using WinRT; using WinRT;
namespace Ghost.UnitTest; namespace Ghost.UnitTest.Windows;
public sealed partial class UnitTestAppWindow : Window public sealed partial class GraphicsTestWindow : Window
{ {
private Renderer? _renderer; private Renderer? _renderer;
private ISwapChainPanelNative _swapChainPanelNative; private ISwapChainPanelNative _swapChainPanelNative;
public UnitTestAppWindow() public GraphicsTestWindow()
{ {
InitializeComponent(); InitializeComponent();
@@ -35,7 +35,7 @@ public sealed partial class UnitTestAppWindow : Window
((IWinRTObject)Panel).NativeObject.TryAs(guid, out var swapChainPanelNativeHandle); ((IWinRTObject)Panel).NativeObject.TryAs(guid, out var swapChainPanelNativeHandle);
_swapChainPanelNative = new ISwapChainPanelNative(swapChainPanelNativeHandle); _swapChainPanelNative = new ISwapChainPanelNative(swapChainPanelNativeHandle);
_renderer = GraphicsPipeline.GraphicsDevice.CreateRenderer(new(_swapChainPanelNative, (uint)AppWindow.Size.Width, (uint)AppWindow.Size.Height)); //_renderer = GraphicsPipeline.GraphicsDevice.CreateRenderer(new(_swapChainPanelNative, (uint)AppWindow.Size.Width, (uint)AppWindow.Size.Height));
CompositionTarget.Rendering += OnRendering; CompositionTarget.Rendering += OnRendering;
} }
@@ -61,12 +61,12 @@ public sealed partial class UnitTestAppWindow : Window
private void OnRendering(object? sender, object e) private void OnRendering(object? sender, object e)
{ {
if (GraphicsPipeline.CPUFenceValue < GraphicsPipeline.GPUFenceValue + GraphicsPipeline._FRAME_COUNT) //if (GraphicsPipeline.CPUFenceValue < GraphicsPipeline.GPUFenceValue + GraphicsPipeline._FRAME_COUNT)
{ //{
DispatcherQueue.TryEnqueue(Microsoft.UI.Dispatching.DispatcherQueuePriority.High, () => // DispatcherQueue.TryEnqueue(Microsoft.UI.Dispatching.DispatcherQueuePriority.High, () =>
{ // {
GraphicsPipeline.SignalCPUReady(); // GraphicsPipeline.SignalCPUReady();
}); // });
} //}
} }
} }